psx_gpu: support relative jumptables
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_arm_neon.S
CommitLineData
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
59d15d23 3 * Copyright (C) 2012 GraÅžvydas Ignotas "notaz" <notasas@gmail.com>
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4 *
5 * This program is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU General Public License as
7 * published by the Free Software Foundation; either version 2 of
8 * the License, or (at your option) any later version.
9 *
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * General Public License for more details.
14 */
15
16#define MAX_SPANS 512
17#define MAX_BLOCKS 64
18#define MAX_BLOCKS_PER_ROW 128
19
f0931e56 20#define RENDER_STATE_MASK_EVALUATE 0x20
21#define RENDER_FLAGS_MODULATE_TEXELS 0x1
22#define RENDER_FLAGS_BLEND 0x2
d5c08ed3 23#define RENDER_INTERLACE_ENABLED 0x1
f0931e56 24
cb88320b 25#include "psx_gpu_offsets.h"
75e28f62 26
cb88320b 27#define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
75e28f62 28
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29#define edge_data_left_x_offset 0
30#define edge_data_num_blocks_offset 2
31#define edge_data_right_mask_offset 4
32#define edge_data_y_offset 6
33
ed0fd81d 34.syntax unified
35.text
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36
37#define psx_gpu r0
38#define v_a r1
39#define v_b r2
40#define v_c r3
41
42#define x0 r4
43#define x1 r5
44#define x2 r6
45#define x0_x1 r5
46#define x1_x2 r6
47#define y0 r7
48#define y1 r8
49#define y2 r9
50#define y0_y1 r7
51#define y1_y2 r8
52#define b0 r9
53#define b1 r10
54#define b2 r11
55#define b0_b1 r10
56#define b1_b2 r11
57
58
59#define area_r_s r5
60
61#define g_bx0 r2
62#define g_bx r3
63#define g_bx2 r4
64#define g_bx3 r5
65#define b_base r6
66#define g_by r8
67
68#define gs_bx r7
69#define gs_by r10
70
71#define ga_bx g_bx
72#define ga_by g_by
73
74#define gw_bx_h g_bx
75#define gw_by_h g_by
76
77#define gw_bx_l r11
78#define gw_by_l gw_bx_l
79
80#define store_a r0
81#define store_b r1
82#define store_inc r5
83
84
85#define v0 q0
86#define uvrgb0 d0
87#define x0_y0 d1
88
89#define v1 q1
90#define uvrgb1 d2
91#define x1_y1 d3
92
93#define v2 q2
94#define uvrgb2 d4
95#define x2_y2 d5
96
97#define x0_ab q3
98#define uvrg_xxxx0 q3
99#define uvrg0 d6
100#define xxxx0 d7
101
102#define x1_ab q4
103#define uvrg_xxxx1 q4
104#define uvrg1 d8
105#define xxxx1 d9
106
107#define x2_ab q5
108#define uvrg_xxxx2 q5
109#define uvrg2 d10
110#define xxxx2 d11
111
112#define y0_ab q6
113#define yyyy_uvrg0 q6
114#define yyyy0 d12
115#define uvrg0b d13
116
117#define y1_ab q7
118#define yyyy_uvrg1 q7
119#define yyyy1 d14
120#define uvrg1b d15
121
122#define y2_ab q8
123#define yyyy_uvrg2 q8
124#define yyyy2 d16
125#define uvrg2b d17
126
127#define d0_ab q9
128#define d0_a d18
129#define d0_b d19
130
131#define d1_ab q10
132#define d1_a d20
133#define d1_b d21
134
135#define d2_ab q11
136#define d2_a d22
137#define d2_b d23
138
139#define d3_ab q12
140#define d3_a d24
141#define d3_b d25
142
143#define ga_uvrg_x q1
144#define ga_uvrg_y q4
145
146#define dx x0_x1
147#define dy y0_y1
148#define db b0_b1
149
150#define uvrg_base q11
151
152#define gs_uvrg_x q5
153#define gs_uvrg_y q6
154
155#define g_uvrg_x q1
156#define ga_uv_x d2
157#define g_uv_x d2
158#define ga_rg_x d3
159#define g_rg_x d3
160
161#define g_uvrg_y q4
162#define ga_uv_y d8
163#define g_uv_y d8
164#define ga_rg_y d9
165#define g_rg_y d9
166
167#define gw_uv_x q1
168#define gw_rg_x q2
169#define gw_uv_y q4
170#define gw_rg_y q3
171
172#define w_mask q9
173#define w_mask_l d18
174
175#define r_shift q10
176
177#define uvrg_dx0 q0
178#define uvrg_dx0l d0
179#define uvrg_dx0h d1
180
181#define uvrg_dx1 q1
182#define uvrg_dx1l d2
183#define uvrg_dx1h d3
184
185#define uvrg_dx2 q2
186#define uvrg_dx2l d4
187#define uvrg_dx2h d5
188
189#define uvrg_dx3 q3
190#define uvrg_dx3l d6
191#define uvrg_dx3h d7
192
c6063f89 193#define uvrgb_phase q13
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194
195.align 4
196
8184d7c5 197#ifndef __MACH__
198
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199#define function(name) \
200 .global name; \
8184d7c5 201 .type name, %function; \
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202 name: \
203
8184d7c5 204#define JT_OP_REL(table_label, index_reg, temp)
205#define JT_OP(x...) x
206#define JTE(start, target) target
207
208#else
209
210#define function(name) \
211 .globl _##name; \
212 name: \
213 _##name: \
214
215#define JT_OP_REL(table_label, index_reg, temp) \
216 adr temp, table_label; \
217 ldr temp, [ temp, index_reg, lsl #2 ]; \
218 add pc, pc, temp \
219
220#define JT_OP(x...)
221#define JTE(start, target) (target - start)
222
223#define flush_render_block_buffer _flush_render_block_buffer
224#define setup_sprite_untextured_simple _setup_sprite_untextured_simple
225#define update_texture_8bpp_cache _update_texture_8bpp_cache
226
227#endif
228
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229@ r0: psx_gpu
230@ r1: v_a
231@ r2: v_b
232@ r3: v_c
233
234function(compute_all_gradients)
235 // First compute the triangle area reciprocal and shift. The division will
236 // happen concurrently with much of the work which follows.
237 @ r12 = psx_gpu->triangle_area
238 ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
239 stmdb sp!, { r4 - r11, lr }
240
241 @ load exponent of 62 into upper half of double
242 movw r4, #0
243 clz r14, r12 @ r14 = shift
244
245 movt r4, #((62 + 1023) << 4)
246 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
247
248 @ load area normalized into lower half of double
249 mov r5, r12, lsr #10
250 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
251
252 movt r4, #((1022 + 31) << 4)
253 mov r5, r12, lsl #20
254
255 add r4, r4, r12, lsr #11
256 vmov.f64 d31, r5, r4
257
258 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
259
260 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
261 // ( d0 * d1 ) - ( d2 * d3 ) =
262 // ( m0 ) - ( m1 ) = gradient
263
264 // This is split to do 12 elements at a time over three sets: a, b, and c.
265 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
266 // two of the slots are unused.
267
268 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
269 // is g.
270
271 // First type is: uvrg bxxx xxxx
272 // Second type is: yyyy ybyy uvrg
273 // Since x_a and y_c are the same the same variable is used for both.
274
275 vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
276 ldrsh x0, [ v_a, #8 ] @ load x0
277
278 vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
279 ldrh x1, [ v_b, #8 ] @ load x1
280
281 vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
282 ldrh x2, [ v_c, #8 ] @ load x2
283
284 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
285 ldrh y0, [ v_a, #10 ] @ load y0
286
287 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
288 ldrh y1, [ v_b, #10 ] @ load y1
289
290 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
291 ldrh y2, [ v_c, #10 ] @ load y2
292
293 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
294 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
295
296 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
297 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
298
299 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
300 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
301
302 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
303 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
304
305 ldrb b2, [ v_c, #4 ] @ load b2
306 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
307
308 ldrb b1, [ v_b, #4 ] @ load b1
309 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
310
311 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
312 vsub.s16 d0_ab, x1_ab, x0_ab
313
314 ldrb b0, [ v_a, #4 ] @ load b0
315 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
316
317 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
318 vsub.s16 d2_ab, x2_ab, x1_ab
319
320 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
321 vsub.s16 d1_ab, y2_ab, y1_ab
322
323 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
324 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
325
326 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
327 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
328
329 vsub.s16 d3_ab, y1_ab, y0_ab
330 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
331 @ ((x2 - X1) * (b1 - b0))
332 vmull.s16 ga_uvrg_x, d0_a, d1_a
333 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
334 @ ((b2 - b1) * (y1 - y0))
335 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
336 movs gs_bx, ga_bx, asr #31
337
338 vmull.s16 ga_uvrg_y, d0_b, d1_b
339 rsbmi ga_bx, ga_bx, #0
340
c6063f89 341 @ r12 = psx_gpu->uvrgb_phase
342 ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
343
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344 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
345 movs gs_by, ga_by, asr #31
346
347 vshr.u64 d0, d30, #22
c6063f89 348 add b_base, r12, b0, lsl #16
349
350 vdup.u32 uvrgb_phase, r12
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351
352 rsbmi ga_by, ga_by, #0
353 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
354
355 @ r12 = psx_gpu->triangle_winding_offset
356 ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
357 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
358
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359 rsb r12, r12, #0 @ r12 = -(triangle->winding)
360
361 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
362 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
363
364 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
365 vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
366
c6063f89 367 vadd.u32 uvrg_base, uvrgb_phase
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368 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
369
370 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
371 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
372
373 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
374 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
375 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
376 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
377
378 vshl.u64 gw_rg_x, gw_rg_x, r_shift
379 vshl.u64 gw_uv_x, gw_uv_x, r_shift
380 vshl.u64 gw_rg_y, gw_rg_y, r_shift
381 vshl.u64 gw_uv_y, gw_uv_y, r_shift
382
383 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
384 vmovn.u64 g_uv_x, gw_uv_x
385
386 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
387 vmovn.u64 g_rg_x, gw_rg_x
388
389 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
390 vmovn.u64 g_uv_y, gw_uv_y
391
392 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
393 vmovn.u64 g_rg_y, gw_rg_y
394
395 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
396 mov ga_bx, ga_bx, lsl #13
397
398 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
399 mov ga_by, ga_by, lsl #13
400
401 vdup.u32 x0_y0, x0
402 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
403
404 vshl.u32 g_uvrg_x, g_uvrg_x, #4
405 vshl.u32 g_uvrg_y, g_uvrg_y, #4
406
407 umull gw_by_l, gw_by_h, ga_by, area_r_s
408 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
409
410 eor gs_bx, gs_bx, r12
411 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
412
413 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
414 eor gs_by, gs_by, r12
415
416 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
417 add store_a, psx_gpu, #psx_gpu_uvrg_offset
418
419 sub r11, r11, #(32 - 13)
420
421 add store_b, store_a, #16
422 mov store_inc, #32
423
424 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
425 vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
426
427 vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
428 mov g_bx, gw_bx_h, lsr r11
429
430 vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
431 mov g_by, gw_by_h, lsr r11
432
433 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
434 [ store_b, : 128 ], store_inc
435 eor g_bx, g_bx, gs_bx
436
437 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
438 [ store_b, : 128 ], store_inc
439 sub g_bx, g_bx, gs_bx
440
441 lsl g_bx, g_bx, #4
442 eor g_by, g_by, gs_by
443
444 mls b_base, g_bx, x0, b_base
445 sub g_by, g_by, gs_by
446
447 lsl g_by, g_by, #4
448 mov g_bx0, #0
449
450 add g_bx2, g_bx, g_bx
451 add g_bx3, g_bx, g_bx2
452
453 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
454
455 ldmia sp!, { r4 - r11, pc }
456
457
458#define psx_gpu r0
459#define v_a r1
460#define v_b r2
461#define v_c r3
462
463#define temp r14
464
465#define x_a r4
466#define x_b r5
467#define x_c r6
468#define y_a r1
469#define y_b r2
470#define y_c r3
471
472#define height_minor_a r7
473#define height_minor_b r8
474#define height_major r9
475#define height r9
476
477#define reciprocal_table_ptr r10
478
479#define edge_alt_low r4
480#define edge_alt_high r5
481#define edge_dx_dy_alt r6
482#define edge_shift_alt r10
483
484#define edge_dx_dy_alt_low r4
485#define edge_dx_dy_alt_high r5
486
487#define span_edge_data r4
488#define span_uvrg_offset r5
489#define span_b_offset r6
490
491#define clip r14
492
493#define b r11
494#define b_dy r12
495
496
497#define alternate_x q0
498#define alternate_dx_dy q1
499#define alternate_x_32 q2
500
501#define alternate_x_low d0
502#define alternate_x_high d1
503#define alternate_dx_dy_low d2
504#define alternate_dx_dy_high d3
505#define alternate_x_32_low d4
506#define alternate_x_32_high d5
507
508#define left_x q3
509#define right_x q4
510#define left_dx_dy q5
511#define right_dx_dy q6
512#define left_edge q7
513#define right_edge q8
514
515#define left_x_low d6
516#define left_x_high d7
517#define right_x_low d8
518#define right_x_high d9
519#define left_dx_dy_low d10
520#define left_dx_dy_high d11
521#define right_dx_dy_low d12
522#define right_dx_dy_high d13
523#define left_edge_low d14
524#define left_edge_high d15
525#define right_edge_low d16
526#define right_edge_high d17
527
528#define y_mid_point d18
529#define c_0x0004 d19
530
531#define left_right_x_16 q11
532#define span_shifts_y q12
533#define c_0x0001 q13
534
535#define span_shifts d24
536#define y_x4 d25
537#define c_0xFFFE d26
538#define c_0x0007 d27
539
540#define left_right_x_16_low d22
541#define left_right_x_16_high d23
542
543#define uvrg q14
544#define uvrg_dy q15
545
546#define alternate_x_16 d4
547
548#define v_clip q3
549#define v_clip_low d6
550
551#define right_x_32 q10
552#define left_x_32 q11
553#define alternate_select d24
554
555#define right_x_32_low d20
556#define right_x_32_high d21
557#define left_x_32_low d22
558#define left_x_32_high d23
559
560#define edges_xy q0
561#define edges_dx_dy d2
562#define edge_shifts d3
563#define edge_shifts_64 q2
564
565#define edges_xy_left d0
566#define edges_xy_right d1
567
568#define height_reciprocals d6
569#define heights d7
570
571#define widths d8
572#define c_0x01 d9
573#define x_starts d10
574#define x_ends d11
575
576#define heights_b d12
577#define edges_dx_dy_64 q10
578
579#define edges_dx_dy_64_left d20
580#define edges_dx_dy_64_right d21
581
582
583#define setup_spans_prologue() \
584 stmdb sp!, { r4 - r11, lr }; \
585 \
586 ldrsh x_a, [ v_a, #8 ]; \
587 ldrsh x_b, [ v_b, #8 ]; \
588 ldrsh x_c, [ v_c, #8 ]; \
589 ldrsh y_a, [ v_a, #10 ]; \
590 ldrsh y_b, [ v_b, #10 ]; \
591 ldrsh y_c, [ v_c, #10 ]; \
592 \
593 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
594 vld1.32 { uvrg }, [ temp ]; \
595 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
596 vld1.32 { uvrg_dy }, [ temp ]; \
ed0fd81d 597 ldr reciprocal_table_ptr, [ psx_gpu, #psx_gpu_reciprocal_table_ptr_offset ]; \
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598 \
599 vmov.u32 c_0x01, #0x01 \
600
601#define setup_spans_load_b() \
602 ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
603 ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
604
605#define setup_spans_prologue_b() \
606 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
607 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
608 \
609 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
610 vmov.u16 c_0x0004, #0x0004; \
611 \
612 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
613 vmov.u16 c_0x0001, #0x0001; \
614 \
615 vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
616 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
617 \
618 vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
619 vadd.u16 right_edge, right_edge, c_0x0001; \
620 \
621 vmov.u16 c_0x0007, #0x0007; \
622 vmvn.u16 c_0xFFFE, #0x0001 \
623
624
625#define compute_edge_delta_x2() \
626 ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
627 \
628 vdup.u32 heights, height; \
629 vsub.u32 widths, x_ends, x_starts; \
630 \
631 vdup.u32 edge_shifts, temp; \
632 vsub.u32 heights_b, heights, c_0x01; \
7d5140f5 633 vshr.u32 height_reciprocals, edge_shifts, #10; \
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634 \
635 vmla.s32 heights_b, x_starts, heights; \
636 vbic.u16 edge_shifts, #0xE0; \
637 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
638 vmull.s32 edges_xy, heights_b, height_reciprocals \
639
640#define width_alt r6
641#define height_reciprocal_alt r11
642#define height_b_alt r12
643
644#define compute_edge_delta_x3(start_c, height_a, height_b) \
ed0fd81d 645 vmov heights, height_a, height_b; \
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646 ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
647 vmov.u32 edge_shifts[0], temp; \
648 ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
649 vmov.u32 edge_shifts[1], temp; \
650 ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
651 \
652 vsub.u32 widths, x_ends, x_starts; \
653 sub width_alt, x_c, start_c; \
654 \
655 vsub.u32 heights_b, heights, c_0x01; \
656 sub height_b_alt, height_minor_b, #1; \
657 \
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658 vshr.u32 height_reciprocals, edge_shifts, #10; \
659 lsr height_reciprocal_alt, edge_shift_alt, #10; \
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660 \
661 vmla.s32 heights_b, x_starts, heights; \
662 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
663 \
664 vbic.u16 edge_shifts, #0xE0; \
665 and edge_shift_alt, edge_shift_alt, #0x1F; \
666 \
667 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
668 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
669 \
670 vmull.s32 edges_xy, heights_b, height_reciprocals; \
671 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
672
673
674#define setup_spans_adjust_y_up() \
675 vsub.u32 y_x4, y_x4, c_0x0004 \
676
677#define setup_spans_adjust_y_down() \
678 vadd.u32 y_x4, y_x4, c_0x0004 \
679
680#define setup_spans_adjust_interpolants_up() \
681 vsub.u32 uvrg, uvrg, uvrg_dy; \
682 sub b, b, b_dy \
683
684#define setup_spans_adjust_interpolants_down() \
685 vadd.u32 uvrg, uvrg, uvrg_dy; \
686 add b, b, b_dy \
687
688
689#define setup_spans_clip_interpolants_increment() \
690 mla b, b_dy, clip, b; \
691 vmla.s32 uvrg, uvrg_dy, v_clip \
692
693#define setup_spans_clip_interpolants_decrement() \
694 mls b, b_dy, clip, b; \
695 vmls.s32 uvrg, uvrg_dy, v_clip \
696
697#define setup_spans_clip_alternate_yes() \
698 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
699
700#define setup_spans_clip_alternate_no() \
701
702#define setup_spans_clip(direction, alternate_active) \
703 vdup.u32 v_clip, clip; \
704 setup_spans_clip_alternate_##alternate_active(); \
705 setup_spans_clip_interpolants_##direction(); \
706 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
707
708
709#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
710 vmovl.s32 edge_shifts_64, edge_shifts; \
711 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
712 \
713 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
714 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
715 \
716 vmov left_x_low, edges_xy_##left_index; \
717 vmov right_x_low, edges_xy_##right_index; \
718 \
719 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
720 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
721 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
722 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
723 \
724 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
725 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
726 \
727 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
728 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
729
730
731#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
732 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
733 \
734 vdup.u16 y_mid_point, y_b; \
735 rsb temp, edge_shift_alt, #32; \
736 \
737 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
738 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
739 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
740 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
741 \
742 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
743 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
744 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
745 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
746 \
747 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
748 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
749
750
751#define setup_spans_y_select_up() \
752 vclt.s16 alternate_select, y_x4, y_mid_point \
753
754#define setup_spans_y_select_down() \
755 vcgt.s16 alternate_select, y_x4, y_mid_point \
756
757
758#define setup_spans_alternate_select_left() \
759 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
760
761#define setup_spans_alternate_select_right() \
762 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
763
764
765#define setup_spans_set_x4_alternate_yes(alternate, direction) \
766 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
767 vshrn.s64 left_x_32_low, left_x, #32; \
768 vshrn.s64 right_x_32_low, right_x, #32; \
769 \
770 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
771 vadd.u64 left_x, left_x, left_dx_dy; \
772 vadd.u64 right_x, right_x, right_dx_dy; \
773 \
774 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
775 vshrn.s64 left_x_32_high, left_x, #32; \
776 vshrn.s64 right_x_32_high, right_x, #32; \
777 \
778 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
779 vadd.u64 left_x, left_x, left_dx_dy; \
780 vadd.u64 right_x, right_x, right_dx_dy; \
781 \
782 vmovn.u32 alternate_x_16, alternate_x_32; \
783 setup_spans_y_select_##direction(); \
784 vmovn.u32 left_right_x_16_low, left_x_32; \
785 \
786 vmovn.u32 left_right_x_16_high, right_x_32; \
787 setup_spans_alternate_select_##alternate(); \
788 \
789 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
790 str b, [ span_b_offset ], #4; \
791 setup_spans_adjust_interpolants_##direction(); \
792 \
793 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
794 \
795 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
796 str b, [ span_b_offset ], #4; \
797 setup_spans_adjust_interpolants_##direction(); \
798 \
799 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
800 \
801 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
802 str b, [ span_b_offset ], #4; \
803 setup_spans_adjust_interpolants_##direction(); \
804 \
805 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
806 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
807 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
808 \
809 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
810 str b, [ span_b_offset ], #4; \
811 setup_spans_adjust_interpolants_##direction(); \
812 \
813 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
814 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
815 \
816 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
817 \
818 setup_spans_adjust_y_##direction() \
819
820
821#define setup_spans_set_x4_alternate_no(alternate, direction) \
822 vshrn.s64 left_x_32_low, left_x, #32; \
823 vshrn.s64 right_x_32_low, right_x, #32; \
824 \
825 vadd.u64 left_x, left_x, left_dx_dy; \
826 vadd.u64 right_x, right_x, right_dx_dy; \
827 \
828 vshrn.s64 left_x_32_high, left_x, #32; \
829 vshrn.s64 right_x_32_high, right_x, #32; \
830 \
831 vadd.u64 left_x, left_x, left_dx_dy; \
832 vadd.u64 right_x, right_x, right_dx_dy; \
833 \
834 vmovn.u32 left_right_x_16_low, left_x_32; \
835 vmovn.u32 left_right_x_16_high, right_x_32; \
836 \
837 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
838 str b, [ span_b_offset ], #4; \
839 setup_spans_adjust_interpolants_##direction(); \
840 \
841 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
842 \
843 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
844 str b, [ span_b_offset ], #4; \
845 setup_spans_adjust_interpolants_##direction(); \
846 \
847 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
848 \
849 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
850 str b, [ span_b_offset ], #4; \
851 setup_spans_adjust_interpolants_##direction(); \
852 \
853 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
854 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
855 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
856 \
857 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
858 str b, [ span_b_offset ], #4; \
859 setup_spans_adjust_interpolants_##direction(); \
860 \
861 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
862 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
863 \
864 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
865 \
866 setup_spans_adjust_y_##direction() \
867
868
869#define edge_adjust_low r11
870#define edge_adjust_high r12
871
872#define setup_spans_alternate_adjust_yes() \
873 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
874 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
875 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
876
877#define setup_spans_alternate_adjust_no() \
878
879
880#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
881 setup_spans_alternate_adjust_##alternate_active(); \
882 setup_spans_load_b(); \
883 \
884 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
885 subs y_c, y_c, temp; \
886 subgt height, height, y_c; \
887 addgt height, height, #1; \
888 \
889 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
890 subs clip, temp, y_a; \
891 ble 0f; \
892 \
893 sub height, height, clip; \
894 add y_a, y_a, clip; \
895 setup_spans_clip(increment, alternate_active); \
896 \
897 0: \
898 cmp height, #0; \
899 ble 1f; \
900 \
901 orr temp, y_a, y_a, lsl #16; \
902 add temp, temp, #(1 << 16); \
903 add y_a, temp, #2; \
904 add y_a, y_a, #(2 << 16); \
ed0fd81d 905 vmov y_x4, temp, y_a; \
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906 \
907 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
908 right_index); \
909 setup_spans_prologue_b(); \
910 \
911 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
912 \
913 2: \
914 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
915 subs height, height, #4; \
916 bhi 2b; \
917 \
918 1: \
919
920
921#define setup_spans_alternate_pre_increment_yes() \
922 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
923 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
924
925#define setup_spans_alternate_pre_increment_no() \
926
927
928#define setup_spans_up_decrement_yes() \
929 suble height, height, #1 \
930
931#define setup_spans_up_decrement_no() \
932
933
934#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
935 setup_spans_alternate_adjust_##alternate_active(); \
936 setup_spans_load_b(); \
937 sub y_a, y_a, #1; \
938 \
939 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
940 subs temp, temp, y_c; \
941 subgt height, height, temp; \
942 setup_spans_up_decrement_##alternate_active(); \
943 \
944 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
945 subs clip, y_a, temp; \
946 ble 0f; \
947 \
948 sub height, height, clip; \
949 sub y_a, y_a, clip; \
950 setup_spans_clip(decrement, alternate_active); \
951 \
952 0: \
953 cmp height, #0; \
954 ble 1f; \
955 \
956 orr temp, y_a, y_a, lsl #16; \
957 sub temp, temp, #(1 << 16); \
958 sub y_a, temp, #2; \
959 sub y_a, y_a, #(2 << 16); \
ed0fd81d 960 vmov y_x4, temp, y_a; \
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961 \
962 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
963 \
964 setup_spans_alternate_pre_increment_##alternate_active(); \
965 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
966 right_index); \
967 setup_spans_adjust_interpolants_up(); \
968 setup_spans_prologue_b(); \
969 \
970 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
971 \
972 2: \
973 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
974 subs height, height, #4; \
975 bhi 2b; \
976 \
977 1: \
978
979
980#define setup_spans_epilogue() \
981 ldmia sp!, { r4 - r11, pc } \
982
983
984#define setup_spans_up_up(minor, major) \
985 setup_spans_prologue(); \
986 sub height_minor_a, y_a, y_b; \
987 sub height_minor_b, y_b, y_c; \
988 sub height, y_a, y_c; \
989 \
990 vdup.u32 x_starts, x_a; \
ed0fd81d 991 vmov x_ends, x_c, x_b; \
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992 \
993 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
994 setup_spans_up(major, minor, minor, yes); \
995 setup_spans_epilogue() \
996
997function(setup_spans_up_left)
998 setup_spans_up_up(left, right)
999
1000function(setup_spans_up_right)
1001 setup_spans_up_up(right, left)
1002
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1003#define setup_spans_down_down(minor, major) \
1004 setup_spans_prologue(); \
1005 sub height_minor_a, y_b, y_a; \
1006 sub height_minor_b, y_c, y_b; \
1007 sub height, y_c, y_a; \
1008 \
1009 vdup.u32 x_starts, x_a; \
ed0fd81d 1010 vmov x_ends, x_c, x_b; \
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1011 \
1012 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
1013 setup_spans_down(major, minor, minor, yes); \
1014 setup_spans_epilogue() \
1015
1016function(setup_spans_down_left)
1017 setup_spans_down_down(left, right)
1018
1019function(setup_spans_down_right)
1020 setup_spans_down_down(right, left)
1021
1022
1023#define setup_spans_up_flat() \
1024 sub height, y_a, y_c; \
1025 \
1026 compute_edge_delta_x2(); \
1027 setup_spans_up(left, right, none, no); \
1028 setup_spans_epilogue() \
1029
1030function(setup_spans_up_a)
1031 setup_spans_prologue()
1032
ed0fd81d 1033 vmov x_starts, x_a, x_b
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1034 vdup.u32 x_ends, x_c
1035
1036 setup_spans_up_flat()
1037
1038function(setup_spans_up_b)
1039 setup_spans_prologue()
1040
1041 vdup.u32 x_starts, x_a
ed0fd81d 1042 vmov x_ends, x_b, x_c
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1043
1044 setup_spans_up_flat()
1045
1046#define setup_spans_down_flat() \
1047 sub height, y_c, y_a; \
1048 \
1049 compute_edge_delta_x2(); \
1050 setup_spans_down(left, right, none, no); \
1051 setup_spans_epilogue() \
1052
1053function(setup_spans_down_a)
1054 setup_spans_prologue()
1055
ed0fd81d 1056 vmov x_starts, x_a, x_b
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E
1057 vdup.u32 x_ends, x_c
1058
1059 setup_spans_down_flat()
1060
1061function(setup_spans_down_b)
1062 setup_spans_prologue()
1063
1064 vdup.u32 x_starts, x_a
ed0fd81d 1065 vmov x_ends, x_b, x_c
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E
1066
1067 setup_spans_down_flat()
1068
1069
1070#define middle_y r9
1071
1072#define edges_xy_b q11
1073#define edges_dx_dy_b d26
1074#define edge_shifts_b d27
1075#define edges_dx_dy_and_shifts_b q13
1076#define height_increment d20
1077
1078#define edges_dx_dy_and_shifts q1
1079
1080#define edges_xy_b_left d22
1081#define edges_xy_b_right d23
1082
1083#define setup_spans_up_down_load_edge_set_b() \
1084 vmov edges_xy, edges_xy_b; \
1085 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1086
1087
1088function(setup_spans_up_down)
1089 setup_spans_prologue()
1090
1091 // s32 middle_y = y_a;
1092 sub height_minor_a, y_a, y_b
1093 sub height_minor_b, y_c, y_a
1094 sub height_major, y_c, y_b
1095
ed0fd81d 1096 vmov x_starts, x_a, x_c
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1097 vdup.u32 x_ends, x_b
1098
1099 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1100
1101 mov temp, #0
ed0fd81d 1102 vmov height_increment, temp, height_minor_b
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1103 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1104
1105 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1106 vmov edges_xy_b_right, edges_xy_right
1107
1108 vmov edge_shifts_b, edge_shifts
1109 vmov.u32 edge_shifts_b[0], edge_shift_alt
1110
1111 vneg.s32 edges_dx_dy_b, edges_dx_dy
1112 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1113
1114 mov middle_y, y_a
1115
1116 setup_spans_load_b()
1117 sub y_a, y_a, #1
1118
1119 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1120 subs temp, temp, y_b
1121 subgt height_minor_a, height_minor_a, temp
1122
1123 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1124 subs clip, y_a, temp
1125 ble 0f
1126
1127 sub height_minor_a, height_minor_a, clip
1128 sub y_a, y_a, clip
1129 setup_spans_clip(decrement, no)
1130
1131 0:
1132 cmp height_minor_a, #0
1133 ble 3f
1134
1135 orr temp, y_a, y_a, lsl #16
1136 sub temp, temp, #(1 << 16)
1137 sub y_a, temp, #2
1138 sub y_a, y_a, #(2 << 16)
ed0fd81d 1139 vmov y_x4, temp, y_a
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E
1140
1141 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1142
1143 strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1144
1145 setup_spans_adjust_edges_alternate_no(left, right);
1146 setup_spans_adjust_interpolants_up()
1147 setup_spans_up_down_load_edge_set_b()
1148
1149 setup_spans_prologue_b()
1150
1151
1152 2:
1153 setup_spans_set_x4_alternate_no(none, up)
1154 subs height_minor_a, height_minor_a, #4
1155 bhi 2b
1156
1157 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1158 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1159 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1160
1161 4:
1162 add temp, psx_gpu, #psx_gpu_uvrg_offset
1163 vld1.32 { uvrg }, [ temp ]
1164 mov y_a, middle_y
1165
1166 setup_spans_load_b()
1167
1168 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1169 subs y_c, y_c, temp
1170 subgt height_minor_b, height_minor_b, y_c
1171 addgt height_minor_b, height_minor_b, #1
1172
1173 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1174 subs clip, temp, y_a
1175 ble 0f
1176
1177 sub height_minor_b, height_minor_b, clip
1178 add y_a, y_a, clip
1179 setup_spans_clip(increment, no)
1180
1181 0:
1182 cmp height_minor_b, #0
1183 ble 1f
1184
1185 orr temp, y_a, y_a, lsl #16
1186 add temp, temp, #(1 << 16)
1187 add y_a, temp, #2
1188 add y_a, y_a, #(2 << 16)
ed0fd81d 1189 vmov y_x4, temp, y_a
75e28f62
E
1190
1191 setup_spans_adjust_edges_alternate_no(left, right)
1192
1193 ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1194 add temp, temp, height_minor_b
b7569147 1195
1196 cmp temp, #MAX_SPANS
1197 beq 5f
1198
75e28f62
E
1199 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1200
1201 2:
1202 setup_spans_set_x4_alternate_no(none, down)
1203 subs height_minor_b, height_minor_b, #4
1204 bhi 2b
1205
1206 1:
1207 setup_spans_epilogue()
1208
1209 3:
1210 setup_spans_up_down_load_edge_set_b()
1211 setup_spans_prologue_b()
1212 bal 4b
1213
b7569147 1214 5:
1215 // FIXME: overflow corner case
1216 sub temp, temp, height_minor_b
1217 bics height_minor_b, #3
1218 add temp, temp, height_minor_b
1219 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1220 bne 2b
1221 bal 1b
1222
75e28f62
E
1223#undef span_uvrg_offset
1224#undef span_edge_data
1225#undef span_b_offset
1226#undef left_x
1227#undef b
1228
1229#define psx_gpu r0
1230#define num_spans r1
1231#define span_uvrg_offset r2
1232#define span_edge_data r3
1233#define span_b_offset r4
1234#define b_dx r5
1235#define span_num_blocks r6
1236#define y r7
1237#define left_x r8
1238#define b r9
1239#define dither_offset_ptr r10
1240#define block_ptr_a r11
1241#define fb_ptr r12
1242#define num_blocks r14
1243
1244#define uvrg_dx_ptr r2
1245#define texture_mask_ptr r3
1246#define dither_shift r8
1247#define dither_row r10
1248
1249#define c_32 r7
1250#define b_dx4 r8
1251#define b_dx8 r9
1252#define block_ptr_b r10
1253
1254#define block_span_ptr r10
1255#define right_mask r8
1256
1257#define color r2
1258#define color_r r3
1259#define color_g r4
1260#define color_b r5
1261
1262#undef uvrg
1263
1264#define u_block q0
1265#define v_block q1
1266#define r_block q2
1267#define g_block q3
1268#define b_block q4
1269
1270#define uv_dx4 d10
1271#define rg_dx4 d11
1272#define uv_dx8 d12
1273#define rg_dx8 d13
1274#define b_whole_8 d14
1275#define fb_mask_ptrs d15
1276
1277#define uvrg_dx4 q5
1278#define uvrg_dx8 q6
1279#define uv_dx8 d12
1280#define rg_dx8 d13
1281
1282#define u_whole q8
1283#define v_whole q9
1284#define r_whole q10
1285#define g_whole q11
1286#define b_whole q12
1287
1288#define u_whole_low d16
1289#define u_whole_high d17
1290#define v_whole_low d18
1291#define v_whole_high d19
1292#define r_whole_low d20
1293#define r_whole_high d21
1294#define g_whole_low d22
1295#define g_whole_high d23
1296#define b_whole_low d24
1297#define b_whole_high d25
1298
1299#define dx4 q13
1300#define dx8 q13
1301
1302#define u_whole_8 d26
1303#define v_whole_8 d27
1304#define u_whole_8b d24
1305#define r_whole_8 d24
1306#define g_whole_8 d25
1307
1308#define uv_whole_8 q13
1309#define uv_whole_8b q14
1310
1311#define dither_offsets q14
1312#define texture_mask q15
1313#define texture_mask_u d30
1314#define texture_mask_v d31
1315
1316#define dither_offsets_short d28
1317
1318#define v_left_x q8
1319#define uvrg q9
1320#define block_span q10
1321
1322#define uv d18
1323#define rg d19
1324
1325#define draw_mask q1
1326#define draw_mask_edge q13
1327#define test_mask q0
1328
1329#define uvrg_dx q3
1330
1331#define colors q2
1332
1333#define setup_blocks_texture_swizzled() \
1334 vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
1335 vsli.u8 u_whole_8, v_whole_8, #4; \
1336 vsri.u8 v_whole_8, u_whole_8b, #4 \
1337
1338#define setup_blocks_texture_unswizzled() \
1339
1340
1341#define setup_blocks_shaded_textured_builder(swizzling) \
1342.align 3; \
1343 \
1344function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
1345 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1346 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1347 \
1348 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1349 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1350 \
1351 cmp num_spans, #0; \
1352 bxeq lr; \
1353 \
1354 stmdb sp!, { r4 - r11, r14 }; \
1355 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1356 \
1357 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
1358 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1359 \
1360 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1361 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1362 \
1363 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1364 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1365 \
1366 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
1367 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1368 \
1369 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1370 \
1371 0: \
1372 vmov.u8 fb_mask_ptrs, #0; \
1373 \
1374 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1375 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1376 \
1377 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 1378 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
1379 \
1380 cmp span_num_blocks, #0; \
1381 beq 1f; \
1382 \
1383 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1384 add num_blocks, span_num_blocks, num_blocks; \
1385 \
1386 cmp num_blocks, #MAX_BLOCKS; \
1387 bgt 2f; \
1388 \
1389 3: \
1390 ldr b, [ span_b_offset ]; \
1391 add fb_ptr, fb_ptr, y, lsl #11; \
1392 \
1393 vdup.u32 v_left_x, left_x; \
1394 and y, y, #0x3; \
1395 \
1396 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1397 add fb_ptr, fb_ptr, left_x, lsl #1; \
1398 \
1399 mla b, b_dx, left_x, b; \
1400 and dither_shift, left_x, #0x03; \
1401 \
1402 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1403 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1404 \
1405 mov dither_shift, dither_shift, lsl #3; \
1406 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1407 \
1408 mov c_32, #32; \
1409 subs span_num_blocks, span_num_blocks, #1; \
1410 \
1411 mov dither_row, dither_row, ror dither_shift; \
1412 mov b_dx4, b_dx, lsl #2; \
1413 \
1414 vdup.u32 dither_offsets_short, dither_row; \
1415 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1416 \
1417 vdup.u32 b_block, b; \
1418 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1419 \
1420 vdup.u32 u_block, uv[0]; \
1421 mov b_dx8, b_dx, lsl #3; \
1422 \
1423 vdup.u32 v_block, uv[1]; \
1424 vdup.u32 r_block, rg[0]; \
1425 vdup.u32 g_block, rg[1]; \
1426 \
1427 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1428 \
1429 vadd.u32 u_block, u_block, block_span; \
1430 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1431 \
1432 vadd.u32 v_block, v_block, block_span; \
1433 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1434 \
1435 vadd.u32 r_block, r_block, block_span; \
1436 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1437 \
1438 vadd.u32 g_block, g_block, block_span; \
1439 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
1440 \
1441 vadd.u32 b_block, b_block, block_span; \
1442 add block_ptr_b, block_ptr_a, #16; \
1443 \
1444 vshrn.u32 u_whole_low, u_block, #16; \
1445 vshrn.u32 v_whole_low, v_block, #16; \
1446 vshrn.u32 r_whole_low, r_block, #16; \
1447 vshrn.u32 g_whole_low, g_block, #16; \
1448 \
1449 vdup.u32 dx4, uv_dx4[0]; \
1450 vshrn.u32 b_whole_low, b_block, #16; \
1451 \
1452 vaddhn.u32 u_whole_high, u_block, dx4; \
1453 vdup.u32 dx4, uv_dx4[1]; \
1454 \
1455 vaddhn.u32 v_whole_high, v_block, dx4; \
1456 vdup.u32 dx4, rg_dx4[0]; \
1457 \
1458 vaddhn.u32 r_whole_high, r_block, dx4; \
1459 vdup.u32 dx4, rg_dx4[1]; \
1460 \
1461 vaddhn.u32 g_whole_high, g_block, dx4; \
1462 vdup.u32 dx4, b_dx4; \
1463 \
1464 vaddhn.u32 b_whole_high, b_block, dx4; \
1465 vdup.u32 dx8, uv_dx8[0]; \
1466 \
1467 vadd.u32 u_block, u_block, dx8; \
1468 vdup.u32 dx8, uv_dx8[1]; \
1469 \
1470 vadd.u32 v_block, v_block, dx8; \
1471 vdup.u32 dx8, rg_dx8[0]; \
1472 \
1473 vadd.u32 r_block, r_block, dx8; \
1474 vdup.u32 dx8, rg_dx8[1]; \
1475 \
1476 vadd.u32 g_block, g_block, dx8; \
1477 vdup.u32 dx8, b_dx8; \
1478 \
1479 vadd.u32 b_block, b_block, dx8; \
1480 vmovn.u16 u_whole_8, u_whole; \
1481 \
1482 vmovn.u16 v_whole_8, v_whole; \
1483 \
1484 vmovn.u16 b_whole_8, b_whole; \
1485 pld [ fb_ptr ]; \
1486 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1487 \
1488 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1489 setup_blocks_texture_##swizzling(); \
1490 \
1491 vmovn.u16 r_whole_8, r_whole; \
1492 beq 5f; \
1493 \
1494 4: \
1495 vmovn.u16 g_whole_8, g_whole; \
1496 vshrn.u32 u_whole_low, u_block, #16; \
1497 \
1498 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1499 vshrn.u32 v_whole_low, v_block, #16; \
1500 \
1501 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1502 vshrn.u32 r_whole_low, r_block, #16; \
1503 \
1504 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1505 vshrn.u32 g_whole_low, g_block, #16; \
1506 \
1507 vdup.u32 dx4, uv_dx4[0]; \
1508 vshrn.u32 b_whole_low, b_block, #16; \
1509 \
1510 vaddhn.u32 u_whole_high, u_block, dx4; \
1511 vdup.u32 dx4, uv_dx4[1]; \
1512 \
1513 vaddhn.u32 v_whole_high, v_block, dx4; \
1514 vdup.u32 dx4, rg_dx4[0]; \
1515 \
1516 vaddhn.u32 r_whole_high, r_block, dx4; \
1517 vdup.u32 dx4, rg_dx4[1]; \
1518 \
1519 vaddhn.u32 g_whole_high, g_block, dx4; \
1520 vdup.u32 dx4, b_dx4; \
1521 \
1522 vaddhn.u32 b_whole_high, b_block, dx4; \
1523 vdup.u32 dx8, uv_dx8[0]; \
1524 \
1525 vadd.u32 u_block, u_block, dx8; \
1526 vdup.u32 dx8, uv_dx8[1]; \
1527 \
1528 vadd.u32 v_block, v_block, dx8; \
1529 vdup.u32 dx8, rg_dx8[0]; \
1530 \
1531 vadd.u32 r_block, r_block, dx8; \
1532 vdup.u32 dx8, rg_dx8[1]; \
1533 \
1534 vadd.u32 g_block, g_block, dx8; \
1535 vdup.u32 dx8, b_dx8; \
1536 \
1537 vadd.u32 b_block, b_block, dx8; \
1538 vmovn.u16 u_whole_8, u_whole; \
1539 \
1540 add fb_ptr, fb_ptr, #16; \
1541 vmovn.u16 v_whole_8, v_whole; \
1542 \
1543 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1544 vmovn.u16 b_whole_8, b_whole; \
1545 \
1546 pld [ fb_ptr ]; \
1547 \
1548 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1549 subs span_num_blocks, span_num_blocks, #1; \
1550 \
1551 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1552 setup_blocks_texture_##swizzling(); \
1553 \
1554 vmovn.u16 r_whole_8, r_whole; \
1555 bne 4b; \
1556 \
1557 5: \
1558 vmovn.u16 g_whole_8, g_whole; \
1559 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1560 \
1561 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1562 vdup.u8 draw_mask, right_mask; \
1563 \
1564 vmov.u32 fb_mask_ptrs[0], right_mask; \
1565 vtst.u16 draw_mask, draw_mask, test_mask; \
1566 vzip.u8 u_whole_8, v_whole_8; \
1567 \
1568 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1569 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1570 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1571 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1572 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1573 \
1574 1: \
1575 add span_uvrg_offset, span_uvrg_offset, #16; \
1576 add span_b_offset, span_b_offset, #4; \
1577 \
1578 add span_edge_data, span_edge_data, #8; \
1579 subs num_spans, num_spans, #1; \
1580 \
1581 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1582 bne 0b; \
1583 \
1584 ldmia sp!, { r4 - r11, pc }; \
1585 \
1586 2: \
1587 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1588 vpush { texture_mask }; \
1589 vpush { uvrg_dx4 }; \
1590 \
1591 stmdb sp!, { r0 - r3, r12, r14 }; \
1592 bl flush_render_block_buffer; \
1593 ldmia sp!, { r0 - r3, r12, r14 }; \
1594 \
1595 vpop { uvrg_dx4 }; \
1596 vpop { texture_mask }; \
1597 \
1598 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1599 vmov.u8 fb_mask_ptrs, #0; \
1600 \
1601 mov num_blocks, span_num_blocks; \
1602 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1603 bal 3b \
1604
1605
1606setup_blocks_shaded_textured_builder(swizzled)
1607setup_blocks_shaded_textured_builder(unswizzled)
1608
1609
1610#define setup_blocks_unshaded_textured_builder(swizzling) \
1611.align 3; \
1612 \
1613function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
1614 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1615 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1616 \
1617 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1618 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1619 \
1620 cmp num_spans, #0; \
1621 bxeq lr; \
1622 \
1623 stmdb sp!, { r4 - r11, r14 }; \
1624 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1625 \
1626 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1627 \
1628 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1629 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1630 \
1631 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1632 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1633 \
1634 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1635 \
1636 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1637 \
1638 0: \
1639 vmov.u8 fb_mask_ptrs, #0; \
1640 \
1641 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1642 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1643 \
1644 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 1645 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
1646 \
1647 cmp span_num_blocks, #0; \
1648 beq 1f; \
1649 \
1650 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1651 add num_blocks, span_num_blocks, num_blocks; \
1652 \
1653 cmp num_blocks, #MAX_BLOCKS; \
1654 bgt 2f; \
1655 \
1656 3: \
1657 add fb_ptr, fb_ptr, y, lsl #11; \
1658 \
1659 vdup.u32 v_left_x, left_x; \
1660 and y, y, #0x3; \
1661 \
1662 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1663 add fb_ptr, fb_ptr, left_x, lsl #1; \
1664 \
1665 and dither_shift, left_x, #0x03; \
1666 \
1667 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1668 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1669 \
1670 mov dither_shift, dither_shift, lsl #3; \
1671 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1672 \
1673 mov c_32, #32; \
1674 subs span_num_blocks, span_num_blocks, #1; \
1675 \
1676 mov dither_row, dither_row, ror dither_shift; \
1677 \
1678 vdup.u32 dither_offsets_short, dither_row; \
1679 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1680 \
1681 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1682 \
1683 vdup.u32 u_block, uv[0]; \
1684 \
1685 vdup.u32 v_block, uv[1]; \
1686 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1687 \
1688 vadd.u32 u_block, u_block, block_span; \
1689 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1690 \
1691 vadd.u32 v_block, v_block, block_span; \
1692 add block_ptr_b, block_ptr_a, #16; \
1693 \
1694 vshrn.u32 u_whole_low, u_block, #16; \
1695 vshrn.u32 v_whole_low, v_block, #16; \
1696 \
1697 vdup.u32 dx4, uv_dx4[0]; \
1698 \
1699 vaddhn.u32 u_whole_high, u_block, dx4; \
1700 vdup.u32 dx4, uv_dx4[1]; \
1701 \
1702 vaddhn.u32 v_whole_high, v_block, dx4; \
1703 vdup.u32 dx8, uv_dx8[0]; \
1704 \
1705 vadd.u32 u_block, u_block, dx8; \
1706 vdup.u32 dx8, uv_dx8[1]; \
1707 \
1708 vadd.u32 v_block, v_block, dx8; \
1709 vmovn.u16 u_whole_8, u_whole; \
1710 \
1711 vmovn.u16 v_whole_8, v_whole; \
1712 \
1713 pld [ fb_ptr ]; \
1714 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1715 \
1716 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1717 setup_blocks_texture_##swizzling(); \
1718 \
1719 beq 5f; \
1720 \
1721 4: \
1722 vshrn.u32 u_whole_low, u_block, #16; \
1723 \
1724 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1725 vshrn.u32 v_whole_low, v_block, #16; \
1726 \
1727 add block_ptr_b, block_ptr_b, #32; \
1728 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1729 \
1730 vdup.u32 dx4, uv_dx4[0]; \
1731 vaddhn.u32 u_whole_high, u_block, dx4; \
1732 vdup.u32 dx4, uv_dx4[1]; \
1733 \
1734 vaddhn.u32 v_whole_high, v_block, dx4; \
1735 vdup.u32 dx8, uv_dx8[0]; \
1736 \
1737 vadd.u32 u_block, u_block, dx8; \
1738 vdup.u32 dx8, uv_dx8[1]; \
1739 \
1740 vadd.u32 v_block, v_block, dx8; \
1741 vmovn.u16 u_whole_8, u_whole; \
1742 \
1743 add fb_ptr, fb_ptr, #16; \
1744 vmovn.u16 v_whole_8, v_whole; \
1745 \
1746 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1747 pld [ fb_ptr ]; \
1748 \
1749 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1750 subs span_num_blocks, span_num_blocks, #1; \
1751 \
1752 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1753 setup_blocks_texture_##swizzling(); \
1754 \
1755 bne 4b; \
1756 \
1757 5: \
1758 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1759 \
1760 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1761 vdup.u8 draw_mask, right_mask; \
1762 \
1763 vmov.u32 fb_mask_ptrs[0], right_mask; \
1764 vtst.u16 draw_mask, draw_mask, test_mask; \
1765 vzip.u8 u_whole_8, v_whole_8; \
1766 \
1767 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1768 add block_ptr_b, block_ptr_b, #32; \
1769 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1770 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1771 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1772 \
1773 1: \
1774 add span_uvrg_offset, span_uvrg_offset, #16; \
1775 add span_edge_data, span_edge_data, #8; \
1776 subs num_spans, num_spans, #1; \
1777 \
1778 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1779 bne 0b; \
1780 \
1781 ldmia sp!, { r4 - r11, pc }; \
1782 \
1783 2: \
1784 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1785 vpush { texture_mask }; \
1786 vpush { uvrg_dx4 }; \
1787 \
1788 stmdb sp!, { r0 - r3, r12, r14 }; \
1789 bl flush_render_block_buffer; \
1790 ldmia sp!, { r0 - r3, r12, r14 }; \
1791 \
1792 vpop { uvrg_dx4 }; \
1793 vpop { texture_mask }; \
1794 \
1795 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1796 vmov.u8 fb_mask_ptrs, #0; \
1797 \
1798 mov num_blocks, span_num_blocks; \
1799 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1800 bal 3b \
1801
1802
1803setup_blocks_unshaded_textured_builder(swizzled)
1804setup_blocks_unshaded_textured_builder(unswizzled)
1805
1806
1807.align 3
1808
1809function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1810 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1811 veor.u32 draw_mask, draw_mask, draw_mask
1812
1813 cmp num_spans, #0
1814 bxeq lr
1815
1816 stmdb sp!, { r4 - r11, r14 }
1817 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1818
1819 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1820
1821 ubfx color_r, color, #3, #5
1822 ubfx color_g, color, #11, #5
1823 ubfx color_b, color, #19, #5
1824
1825 orr color, color_r, color_b, lsl #10
1826 orr color, color, color_g, lsl #5
1827
1828 vdup.u16 colors, color
1829
1830 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1831 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1832
1833 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1834 add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1835
1836 0:
1837 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1838 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1839
c1817bd9 1840 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
1841
1842 cmp span_num_blocks, #0
1843 beq 1f
1844
1845 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1846 add num_blocks, span_num_blocks, num_blocks
1847
1848 cmp num_blocks, #MAX_BLOCKS
1849 bgt 2f
1850
1851 3:
1852 add fb_ptr, fb_ptr, y, lsl #11
1853 and y, y, #0x3
1854
1855 add fb_ptr, fb_ptr, left_x, lsl #1
1856 mov c_32, #32
1857
1858 subs span_num_blocks, span_num_blocks, #1
1859
1860 add block_ptr_b, block_ptr_a, #16
1861 pld [ fb_ptr ]
1862
1863 vmov.u32 fb_mask_ptrs[1], fb_ptr
1864 beq 5f
1865
1866 4:
1867 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1868 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1869 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1870
1871 add fb_ptr, fb_ptr, #16
1872 add block_ptr_b, block_ptr_b, #32
1873
1874 pld [ fb_ptr ]
1875
1876 vmov.u32 fb_mask_ptrs[1], fb_ptr
1877 subs span_num_blocks, span_num_blocks, #1
1878
1879 bne 4b
1880
1881 5:
1882 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1883
1884 vdup.u8 draw_mask_edge, right_mask
1885 vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1886
1887 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1888 vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1889 add block_ptr_b, block_ptr_b, #32
1890 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1891
1892 1:
1893 add span_edge_data, span_edge_data, #8
1894 subs num_spans, num_spans, #1
1895
1896 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1897 bne 0b
1898
1899 ldmia sp!, { r4 - r11, pc }
1900
1901 2:
1902 vpush { colors }
1903
1904 stmdb sp!, { r0 - r3, r12, r14 }
1905 bl flush_render_block_buffer
1906 ldmia sp!, { r0 - r3, r12, r14 }
1907
1908 vpop { colors }
1909
1910 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1911 veor.u32 draw_mask, draw_mask, draw_mask
1912
1913 mov num_blocks, span_num_blocks
1914 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1915 bal 3b
1916
1917
1918#define mask_msb_scalar r14
1919
1920#define msb_mask q15
1921
1922#define pixels_low d16
1923
1924#define msb_mask_low d30
1925#define msb_mask_high d31
1926
1927
1928.align 3
1929
1930function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1931 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1932
1933 cmp num_spans, #0
1934 bxeq lr
1935
1936 stmdb sp!, { r4 - r11, r14 }
1937
1938 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1939
1940 ubfx color_r, color, #3, #5
1941 ubfx color_g, color, #11, #5
1942
1943 ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1944 ubfx color_b, color, #19, #5
1945
1946 orr color, color_r, color_b, lsl #10
1947 orr color, color, color_g, lsl #5
1948 orr color, color, mask_msb_scalar
1949
1950 vdup.u16 colors, color
1951
1952 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
ed0fd81d 1953 orr color, color, color, lsl #16
3867c6ef 1954
75e28f62
E
1955
1956 0:
1957 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1958 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1959
c1817bd9 1960 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
1961
1962 cmp span_num_blocks, #0
1963 beq 1f
1964
1965 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1966
1967 add fb_ptr, fb_ptr, y, lsl #11
1968 subs span_num_blocks, span_num_blocks, #1
1969
1970 add fb_ptr, fb_ptr, left_x, lsl #1
1971 beq 3f
1972
1973 2:
1974 vst1.u32 { colors }, [ fb_ptr ]!
1975 subs span_num_blocks, span_num_blocks, #1
1976
1977 bne 2b
1978
1979 3:
1980 ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
75e28f62 1981
3867c6ef
E
1982 cmp right_mask, #0x0
1983 beq 5f
1984
1985 tst right_mask, #0xF
1986 streq color, [ fb_ptr ], #4
1987 moveq right_mask, right_mask, lsr #4
1988 streq color, [ fb_ptr ], #4
1989
1990 tst right_mask, #0x3
1991 streq color, [ fb_ptr ], #4
1992 moveq right_mask, right_mask, lsr #2
1993
1994 tst right_mask, #0x1
ed0fd81d 1995 strheq color, [ fb_ptr ]
75e28f62
E
1996
1997 1:
1998 add span_edge_data, span_edge_data, #8
1999 subs num_spans, num_spans, #1
75e28f62
E
2000 bne 0b
2001
2002 ldmia sp!, { r4 - r11, pc }
2003
3867c6ef
E
2004 5:
2005 vst1.u32 { colors }, [ fb_ptr ]
2006 bal 1b
75e28f62
E
2007
2008
2009#undef c_64
2010
2011#define c_64 r7
2012#define rg_dx_ptr r2
2013
2014
2015#undef r_block
2016#undef g_block
2017#undef b_block
2018#undef r_whole
2019#undef g_whole
2020#undef b_whole
2021#undef r_whole_low
2022#undef r_whole_high
2023#undef g_whole_low
2024#undef g_whole_high
2025#undef b_whole_low
2026#undef b_whole_high
2027#undef r_whole_8
2028#undef g_whole_8
2029#undef b_whole_8
2030#undef dither_offsets
2031#undef rg_dx4
2032#undef rg_dx8
2033#undef dx4
2034#undef dx8
2035#undef v_left_x
2036#undef uvrg
2037#undef block_span
2038#undef rg
2039#undef draw_mask
2040#undef test_mask
2041
2042#define r_block q0
2043#define g_block q1
2044#define b_block q2
2045
2046#define r_whole q3
2047#define g_whole q4
2048#define b_whole q5
2049
2050#define r_whole_low d6
2051#define r_whole_high d7
2052#define g_whole_low d8
2053#define g_whole_high d9
2054#define b_whole_low d10
2055#define b_whole_high d11
2056
2057#define gb_whole_8 q6
2058
2059#define g_whole_8 d12
2060#define b_whole_8 d13
2061
2062#define r_whole_8 d14
2063
2064#define pixels q8
2065
2066#define rg_dx4 d18
2067#define rg_dx8 d19
2068
2069#define dx4 q10
2070#define dx8 q10
2071
2072#define v_left_x d6
2073#define uvrg q4
2074#define block_span q5
2075
2076#define rg d9
2077
2078#define d64_1 d22
2079#define d64_128 d23
2080
2081#define d128_4 q12
2082#define d128_0x7 q13
2083
2084#define d64_4 d24
2085
2086#define dither_offsets q14
2087#define draw_mask q15
2088
2089#define dither_offsets_low d28
2090
2091#define rg_dx d0
2092#define test_mask q10
2093
2094
2095#define setup_blocks_shaded_untextured_dither_a_dithered() \
2096 vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
2097 vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
2098
2099#define setup_blocks_shaded_untextured_dither_b_dithered() \
2100 vqsub.u8 r_whole_8, r_whole_8, d64_4; \
2101 vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
2102
2103#define setup_blocks_shaded_untextured_dither_a_undithered() \
2104
2105#define setup_blocks_shaded_untextured_dither_b_undithered() \
2106
2107
2108#define setup_blocks_shaded_untextured_indirect_builder(dithering) \
2109.align 3; \
2110 \
2111function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
2112 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2113 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2114 \
2115 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2116 \
2117 cmp num_spans, #0; \
2118 bxeq lr; \
2119 \
2120 stmdb sp!, { r4 - r11, r14 }; \
2121 vshl.u32 rg_dx4, rg_dx, #2; \
2122 \
2123 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2124 vshl.u32 rg_dx8, rg_dx, #3; \
2125 \
2126 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2127 \
2128 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2129 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2130 \
2131 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2132 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2133 \
2134 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
2135 vmov.u8 d64_1, #1; \
2136 \
2137 vmov.u8 d128_4, #4; \
2138 vmov.u8 d64_128, #128; \
2139 \
2140 vmov.u8 d128_0x7, #0x7; \
2141 \
2142 0: \
2143 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2144 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2145 \
2146 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 2147 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
2148 \
2149 cmp span_num_blocks, #0; \
2150 beq 1f; \
2151 \
2152 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2153 add num_blocks, span_num_blocks, num_blocks; \
2154 \
2155 cmp num_blocks, #MAX_BLOCKS; \
2156 bgt 2f; \
2157 \
2158 3: \
2159 ldr b, [ span_b_offset ]; \
2160 add fb_ptr, fb_ptr, y, lsl #11; \
2161 \
2162 vdup.u32 v_left_x, left_x; \
2163 and y, y, #0x3; \
2164 \
2165 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2166 add fb_ptr, fb_ptr, left_x, lsl #1; \
2167 \
2168 mla b, b_dx, left_x, b; \
2169 and dither_shift, left_x, #0x03; \
2170 \
2171 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2172 vshr.u32 rg_dx, rg_dx4, #2; \
2173 \
2174 mov dither_shift, dither_shift, lsl #3; \
2175 vmla.u32 rg, rg_dx, v_left_x; \
2176 \
2177 mov c_64, #64; \
2178 subs span_num_blocks, span_num_blocks, #1; \
2179 \
2180 mov dither_row, dither_row, ror dither_shift; \
2181 mov b_dx4, b_dx, lsl #2; \
2182 \
2183 vdup.u32 dither_offsets, dither_row; \
2184 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2185 \
2186 vdup.u32 b_block, b; \
2187 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2188 \
2189 mov b_dx8, b_dx, lsl #3; \
2190 vdup.u32 r_block, rg[0]; \
2191 vdup.u32 g_block, rg[1]; \
2192 \
2193 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2194 \
2195 vadd.u32 r_block, r_block, block_span; \
2196 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2197 \
2198 vadd.u32 g_block, g_block, block_span; \
2199 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2200 \
2201 vadd.u32 b_block, b_block, block_span; \
2202 add block_ptr_b, block_ptr_a, #16; \
2203 \
2204 vshrn.u32 r_whole_low, r_block, #16; \
2205 vshrn.u32 g_whole_low, g_block, #16; \
2206 vshrn.u32 b_whole_low, b_block, #16; \
2207 vdup.u32 dx4, rg_dx4[0]; \
2208 \
2209 vaddhn.u32 r_whole_high, r_block, dx4; \
2210 vdup.u32 dx4, rg_dx4[1]; \
2211 \
2212 vaddhn.u32 g_whole_high, g_block, dx4; \
2213 vdup.u32 dx4, b_dx4; \
2214 \
2215 vaddhn.u32 b_whole_high, b_block, dx4; \
2216 vdup.u32 dx8, rg_dx8[0]; \
2217 \
2218 vadd.u32 r_block, r_block, dx8; \
2219 vdup.u32 dx8, rg_dx8[1]; \
2220 \
2221 vadd.u32 g_block, g_block, dx8; \
2222 vdup.u32 dx8, b_dx8; \
2223 \
2224 vadd.u32 b_block, b_block, dx8; \
2225 \
2226 vmovn.u16 r_whole_8, r_whole; \
2227 vmovn.u16 g_whole_8, g_whole; \
2228 vmovn.u16 b_whole_8, b_whole; \
2229 \
2230 beq 5f; \
2231 veor.u32 draw_mask, draw_mask, draw_mask; \
2232 \
2233 4: \
2234 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2235 vshrn.u32 r_whole_low, r_block, #16; \
2236 \
2237 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2238 vshrn.u32 g_whole_low, g_block, #16; \
2239 \
2240 vshrn.u32 b_whole_low, b_block, #16; \
2241 str fb_ptr, [ block_ptr_a, #44 ]; \
2242 \
2243 vdup.u32 dx4, rg_dx4[0]; \
2244 vshr.u8 r_whole_8, r_whole_8, #3; \
2245 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2246 \
2247 vaddhn.u32 r_whole_high, r_block, dx4; \
2248 vdup.u32 dx4, rg_dx4[1]; \
2249 \
2250 vaddhn.u32 g_whole_high, g_block, dx4; \
2251 vdup.u32 dx4, b_dx4; \
2252 \
2253 vaddhn.u32 b_whole_high, b_block, dx4; \
2254 vdup.u32 dx8, rg_dx8[0]; \
2255 \
2256 vmull.u8 pixels, r_whole_8, d64_1; \
2257 vmlal.u8 pixels, g_whole_8, d64_4; \
2258 vmlal.u8 pixels, b_whole_8, d64_128; \
2259 \
2260 vadd.u32 r_block, r_block, dx8; \
2261 vdup.u32 dx8, rg_dx8[1]; \
2262 \
2263 vadd.u32 g_block, g_block, dx8; \
2264 vdup.u32 dx8, b_dx8; \
2265 \
2266 vadd.u32 b_block, b_block, dx8; \
2267 add fb_ptr, fb_ptr, #16; \
2268 \
2269 vmovn.u16 r_whole_8, r_whole; \
2270 vmovn.u16 g_whole_8, g_whole; \
2271 vmovn.u16 b_whole_8, b_whole; \
2272 \
2273 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2274 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2275 \
2276 pld [ fb_ptr ]; \
2277 \
2278 subs span_num_blocks, span_num_blocks, #1; \
2279 bne 4b; \
2280 \
2281 5: \
2282 str fb_ptr, [ block_ptr_a, #44 ]; \
2283 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2284 \
2285 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
2286 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2287 \
2288 vshr.u8 r_whole_8, r_whole_8, #3; \
2289 vdup.u8 draw_mask, right_mask; \
2290 \
2291 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2292 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
2293 \
2294 vtst.u16 draw_mask, draw_mask, test_mask; \
2295 \
2296 vmull.u8 pixels, r_whole_8, d64_1; \
2297 vmlal.u8 pixels, g_whole_8, d64_4; \
2298 vmlal.u8 pixels, b_whole_8, d64_128; \
2299 \
2300 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2301 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2302 \
2303 1: \
2304 add span_uvrg_offset, span_uvrg_offset, #16; \
2305 add span_b_offset, span_b_offset, #4; \
2306 \
2307 add span_edge_data, span_edge_data, #8; \
2308 subs num_spans, num_spans, #1; \
2309 \
2310 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2311 bne 0b; \
2312 \
2313 ldmia sp!, { r4 - r11, pc }; \
2314 \
2315 2: \
2316 /* TODO: Load from psx_gpu instead of saving/restoring these */\
2317 vpush { rg_dx4 }; \
2318 \
2319 stmdb sp!, { r0 - r3, r12, r14 }; \
2320 bl flush_render_block_buffer; \
2321 ldmia sp!, { r0 - r3, r12, r14 }; \
2322 \
2323 vpop { rg_dx4 }; \
2324 \
2325 vmov.u8 d64_1, #1; \
2326 vmov.u8 d128_4, #4; \
2327 vmov.u8 d64_128, #128; \
2328 vmov.u8 d128_0x7, #0x7; \
2329 \
2330 vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
2331 \
2332 mov num_blocks, span_num_blocks; \
2333 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2334 bal 3b \
2335
2336
2337setup_blocks_shaded_untextured_indirect_builder(undithered)
2338setup_blocks_shaded_untextured_indirect_builder(dithered)
2339
2340
2341#undef draw_mask
2342
2343#define mask_msb_ptr r14
2344
2345#define draw_mask q0
2346#define pixels_low d16
3867c6ef 2347#define pixels_high d17
75e28f62
E
2348
2349
2350
2351#define setup_blocks_shaded_untextured_direct_builder(dithering) \
2352.align 3; \
2353 \
2354function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
2355 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2356 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2357 \
2358 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2359 \
2360 cmp num_spans, #0; \
2361 bxeq lr; \
2362 \
2363 stmdb sp!, { r4 - r11, r14 }; \
2364 vshl.u32 rg_dx4, rg_dx, #2; \
2365 \
2366 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2367 vshl.u32 rg_dx8, rg_dx, #3; \
2368 \
2369 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2370 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2371 \
2372 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2373 vmov.u8 d64_1, #1; \
2374 \
2375 vmov.u8 d128_4, #4; \
2376 vmov.u8 d64_128, #128; \
2377 \
2378 vmov.u8 d128_0x7, #0x7; \
2379 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
2380 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
2381 \
2382 0: \
2383 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2384 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2385 \
2386 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 2387 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
2388 \
2389 cmp span_num_blocks, #0; \
2390 beq 1f; \
2391 \
2392 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2393 add fb_ptr, fb_ptr, y, lsl #11; \
2394 \
2395 ldr b, [ span_b_offset ]; \
2396 vdup.u32 v_left_x, left_x; \
2397 and y, y, #0x3; \
2398 \
2399 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2400 add fb_ptr, fb_ptr, left_x, lsl #1; \
2401 \
2402 mla b, b_dx, left_x, b; \
2403 and dither_shift, left_x, #0x03; \
2404 \
2405 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2406 vshr.u32 rg_dx, rg_dx4, #2; \
2407 \
2408 mov dither_shift, dither_shift, lsl #3; \
2409 vmla.u32 rg, rg_dx, v_left_x; \
2410 \
2411 subs span_num_blocks, span_num_blocks, #1; \
2412 \
2413 mov dither_row, dither_row, ror dither_shift; \
2414 mov b_dx4, b_dx, lsl #2; \
2415 \
2416 vdup.u32 dither_offsets, dither_row; \
2417 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2418 \
2419 vdup.u32 b_block, b; \
2420 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2421 \
2422 mov b_dx8, b_dx, lsl #3; \
2423 vdup.u32 r_block, rg[0]; \
2424 vdup.u32 g_block, rg[1]; \
2425 \
2426 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2427 \
2428 vadd.u32 r_block, r_block, block_span; \
2429 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2430 \
2431 vadd.u32 g_block, g_block, block_span; \
2432 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2433 \
2434 vadd.u32 b_block, b_block, block_span; \
2435 add block_ptr_b, block_ptr_a, #16; \
2436 \
2437 vshrn.u32 r_whole_low, r_block, #16; \
2438 vshrn.u32 g_whole_low, g_block, #16; \
2439 vshrn.u32 b_whole_low, b_block, #16; \
2440 vdup.u32 dx4, rg_dx4[0]; \
2441 \
2442 vaddhn.u32 r_whole_high, r_block, dx4; \
2443 vdup.u32 dx4, rg_dx4[1]; \
2444 \
2445 vaddhn.u32 g_whole_high, g_block, dx4; \
2446 vdup.u32 dx4, b_dx4; \
2447 \
2448 vaddhn.u32 b_whole_high, b_block, dx4; \
2449 vdup.u32 dx8, rg_dx8[0]; \
2450 \
2451 vadd.u32 r_block, r_block, dx8; \
2452 vdup.u32 dx8, rg_dx8[1]; \
2453 \
2454 vadd.u32 g_block, g_block, dx8; \
2455 vdup.u32 dx8, b_dx8; \
2456 \
2457 vadd.u32 b_block, b_block, dx8; \
2458 \
2459 vmovn.u16 r_whole_8, r_whole; \
2460 vmovn.u16 g_whole_8, g_whole; \
2461 vmovn.u16 b_whole_8, b_whole; \
2462 \
2463 beq 3f; \
2464 \
2465 2: \
2466 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2467 vshrn.u32 r_whole_low, r_block, #16; \
2468 \
2469 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2470 vshrn.u32 g_whole_low, g_block, #16; \
2471 \
2472 vshrn.u32 b_whole_low, b_block, #16; \
2473 \
2474 vdup.u32 dx4, rg_dx4[0]; \
2475 vshr.u8 r_whole_8, r_whole_8, #3; \
2476 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2477 \
2478 vaddhn.u32 r_whole_high, r_block, dx4; \
2479 vdup.u32 dx4, rg_dx4[1]; \
2480 \
2481 vmov pixels, msb_mask; \
2482 vaddhn.u32 g_whole_high, g_block, dx4; \
2483 vdup.u32 dx4, b_dx4; \
2484 \
2485 vaddhn.u32 b_whole_high, b_block, dx4; \
2486 vdup.u32 dx8, rg_dx8[0]; \
2487 \
2488 vmlal.u8 pixels, r_whole_8, d64_1; \
2489 vmlal.u8 pixels, g_whole_8, d64_4; \
2490 vmlal.u8 pixels, b_whole_8, d64_128; \
2491 \
2492 vadd.u32 r_block, r_block, dx8; \
2493 vdup.u32 dx8, rg_dx8[1]; \
2494 \
2495 vadd.u32 g_block, g_block, dx8; \
2496 vdup.u32 dx8, b_dx8; \
2497 \
2498 vadd.u32 b_block, b_block, dx8; \
2499 \
2500 vmovn.u16 r_whole_8, r_whole; \
2501 vmovn.u16 g_whole_8, g_whole; \
2502 vmovn.u16 b_whole_8, b_whole; \
2503 \
2504 vst1.u32 { pixels }, [ fb_ptr ]!; \
2505 subs span_num_blocks, span_num_blocks, #1; \
2506 bne 2b; \
2507 \
2508 3: \
2509 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2510 \
3867c6ef 2511 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
75e28f62
E
2512 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2513 \
2514 vshr.u8 r_whole_8, r_whole_8, #3; \
3867c6ef 2515 rbit right_mask, right_mask; \
75e28f62
E
2516 vmov pixels, msb_mask; \
2517 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
3867c6ef 2518 clz right_mask, right_mask; \
75e28f62
E
2519 \
2520 vmlal.u8 pixels, r_whole_8, d64_1; \
2521 vmlal.u8 pixels, g_whole_8, d64_4; \
2522 vmlal.u8 pixels, b_whole_8, d64_128; \
2523 \
8184d7c5 2524 JT_OP_REL(100f, right_mask, temp); \
2525 JT_OP(ldr pc, [ pc, right_mask, lsl #2 ]); \
3867c6ef 2526 nop; \
8184d7c5 2527 100: \
3867c6ef 2528 nop; \
8184d7c5 2529 .word JTE(100b, 4f); \
2530 .word JTE(100b, 5f); \
2531 .word JTE(100b, 6f); \
2532 .word JTE(100b, 7f); \
2533 .word JTE(100b, 8f); \
2534 .word JTE(100b, 9f); \
2535 .word JTE(100b, 10f); \
2536 .word JTE(100b, 11f); \
3867c6ef 2537 \
75e28f62 2538 4: \
3867c6ef
E
2539 vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
2540 bal 1f; \
2541 \
2542 5: \
2543 vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
2544 bal 1f; \
2545 \
2546 6: \
2547 vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
2548 vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
2549 bal 1f; \
2550 \
2551 7: \
2552 vst1.u32 { pixels_low }, [ fb_ptr ]; \
2553 bal 1f; \
2554 \
2555 8: \
2556 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2557 vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
2558 bal 1f; \
2559 \
2560 9: \
2561 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2562 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2563 bal 1f; \
2564 \
2565 10: \
2566 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2567 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2568 vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \
2569 bal 1f; \
2570 \
2571 11: \
2572 vst1.u32 { pixels }, [ fb_ptr ]; \
2573 bal 1f; \
75e28f62
E
2574 \
2575 1: \
2576 add span_uvrg_offset, span_uvrg_offset, #16; \
2577 add span_b_offset, span_b_offset, #4; \
2578 \
2579 add span_edge_data, span_edge_data, #8; \
2580 subs num_spans, num_spans, #1; \
2581 \
2582 bne 0b; \
2583 \
2584 ldmia sp!, { r4 - r11, pc } \
2585
2586setup_blocks_shaded_untextured_direct_builder(undithered)
2587setup_blocks_shaded_untextured_direct_builder(dithered)
2588
2589
2590#undef psx_gpu
2591#undef num_blocks
2592#undef triangle
2593#undef c_64
2594
2595#define psx_gpu r0
2596#define block_ptr r1
2597#define num_blocks r2
2598#define uv_01 r3
2599#define uv_23 r4
2600#define uv_45 r5
2601#define uv_67 r6
2602#define uv_0 r7
2603#define uv_1 r3
2604#define uv_2 r8
2605#define uv_3 r4
2606#define uv_4 r9
2607#define uv_5 r5
2608#define uv_6 r10
2609#define uv_7 r6
2610#define texture_ptr r11
2611
2612#define pixel_0 r7
2613#define pixel_1 r3
2614#define pixel_2 r8
2615#define pixel_3 r4
2616#define pixel_4 r9
2617#define pixel_5 r5
2618#define pixel_6 r10
2619#define pixel_7 r6
2620
2621#define pixels_a r7
2622#define pixels_b r9
2623#define pixels_c r8
2624#define pixels_d r10
2625
2626#define c_64 r0
2627
2628#define clut_ptr r12
2629#define current_texture_mask r5
2630#define dirty_textures_mask r6
2631
2632#define texels d0
2633
2634#define clut_low_a d2
2635#define clut_low_b d3
2636#define clut_high_a d4
2637#define clut_high_b d5
2638
2639#define clut_a q1
2640#define clut_b q2
2641
2642#define texels_low d6
2643#define texels_high d7
2644
2645.align 3
2646
2647function(texture_blocks_untextured)
2648 bx lr
2649
2650
2651.align 3
2652
2653function(texture_blocks_4bpp)
2654 stmdb sp!, { r3 - r11, r14 }
2655 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2656
2657 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2658 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2659
2660 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2661 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
2662
2663 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2664 vuzp.u8 clut_a, clut_b
2665
2666 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
2667 tst dirty_textures_mask, current_texture_mask
2668
2669 bne 1f
2670 mov c_64, #64
2671
26720:
2673 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2674
2675 uxtah uv_0, texture_ptr, uv_01
2676 uxtah uv_1, texture_ptr, uv_01, ror #16
2677
2678 uxtah uv_2, texture_ptr, uv_23
2679 uxtah uv_3, texture_ptr, uv_23, ror #16
2680
2681 uxtah uv_4, texture_ptr, uv_45
2682 ldrb pixel_0, [ uv_0 ]
2683
2684 uxtah uv_5, texture_ptr, uv_45, ror #16
2685 ldrb pixel_1, [ uv_1 ]
2686
2687 uxtah uv_6, texture_ptr, uv_67
2688 ldrb pixel_2, [ uv_2 ]
2689
2690 uxtah uv_7, texture_ptr, uv_67, ror #16
2691 ldrb pixel_3, [ uv_3 ]
2692
2693 ldrb pixel_4, [ uv_4 ]
2694 subs num_blocks, num_blocks, #1
2695
2696 ldrb pixel_5, [ uv_5 ]
2697 orr pixels_a, pixel_0, pixel_1, lsl #8
2698
2699 ldrb pixel_6, [ uv_6 ]
2700 orr pixels_b, pixel_4, pixel_5, lsl #8
2701
2702 ldrb pixel_7, [ uv_7 ]
2703 orr pixels_a, pixels_a, pixel_2, lsl #16
2704
2705 orr pixels_b, pixels_b, pixel_6, lsl #16
2706 orr pixels_a, pixels_a, pixel_3, lsl #24
2707
2708 orr pixels_b, pixels_b, pixel_7, lsl #24
ed0fd81d 2709 vmov texels, pixels_a, pixels_b
75e28f62
E
2710
2711 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2712 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2713
2714 vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
2715 bne 0b
2716
2717 ldmia sp!, { r3 - r11, pc }
2718
27191:
2720 stmdb sp!, { r1 - r2 }
2721 bl update_texture_4bpp_cache
2722
2723 mov c_64, #64
2724 ldmia sp!, { r1 - r2 }
2725 bal 0b
2726
2727
2728.align 3
2729
2730function(texture_blocks_8bpp)
2731 stmdb sp!, { r3 - r11, r14 }
2732 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2733
2734 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2735 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2736
2737 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2738 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2739
2740 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
2741 tst dirty_textures_mask, current_texture_mask
2742
2743 bne 1f
2744 nop
2745
27460:
2747 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2748
2749 uxtah uv_0, texture_ptr, uv_01
2750 uxtah uv_1, texture_ptr, uv_01, ror #16
2751
2752 uxtah uv_2, texture_ptr, uv_23
2753 uxtah uv_3, texture_ptr, uv_23, ror #16
2754
2755 uxtah uv_4, texture_ptr, uv_45
2756 ldrb pixel_0, [ uv_0 ]
2757
2758 uxtah uv_5, texture_ptr, uv_45, ror #16
2759 ldrb pixel_1, [ uv_1 ]
2760
2761 uxtah uv_6, texture_ptr, uv_67
2762 ldrb pixel_2, [ uv_2 ]
2763
2764 uxtah uv_7, texture_ptr, uv_67, ror #16
2765 ldrb pixel_3, [ uv_3 ]
2766
2767 ldrb pixel_4, [ uv_4 ]
2768 add pixel_0, pixel_0, pixel_0
2769
2770 ldrb pixel_5, [ uv_5 ]
2771 add pixel_1, pixel_1, pixel_1
2772
2773 ldrb pixel_6, [ uv_6 ]
2774 add pixel_2, pixel_2, pixel_2
2775
2776 ldrb pixel_7, [ uv_7 ]
2777 add pixel_3, pixel_3, pixel_3
2778
2779 ldrh pixel_0, [ clut_ptr, pixel_0 ]
2780 add pixel_4, pixel_4, pixel_4
2781
2782 ldrh pixel_1, [ clut_ptr, pixel_1 ]
2783 add pixel_5, pixel_5, pixel_5
2784
2785 ldrh pixel_2, [ clut_ptr, pixel_2 ]
2786 add pixel_6, pixel_6, pixel_6
2787
2788 ldrh pixel_3, [ clut_ptr, pixel_3 ]
2789 add pixel_7, pixel_7, pixel_7
2790
2791 ldrh pixel_4, [ clut_ptr, pixel_4 ]
2792 orr pixels_a, pixel_0, pixel_1, lsl #16
2793
2794 ldrh pixel_5, [ clut_ptr, pixel_5 ]
2795 orr pixels_c, pixel_2, pixel_3, lsl #16
2796
2797 ldrh pixel_6, [ clut_ptr, pixel_6 ]
2798 subs num_blocks, num_blocks, #1
2799
2800 ldrh pixel_7, [ clut_ptr, pixel_7 ]
2801 orr pixels_b, pixel_4, pixel_5, lsl #16
2802
2803 orr pixels_d, pixel_6, pixel_7, lsl #16
2804 stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d }
2805
2806 add block_ptr, block_ptr, #64
2807 bne 0b
2808
2809 ldmia sp!, { r3 - r11, pc }
2810
28111:
2812 stmdb sp!, { r1 - r2, r12 }
2813
2814 bl update_texture_8bpp_cache
2815
2816 ldmia sp!, { r1 - r2, r12 }
2817 bal 0b
2818
2819
2820#undef uv_0
2821#undef uv_1
2822#undef uv_2
2823#undef uv_3
2824#undef uv_4
2825#undef uv_5
2826#undef uv_6
2827#undef uv_7
2828
2829#undef pixel_0
2830#undef pixel_1
2831#undef pixel_2
2832#undef pixel_3
2833#undef pixel_4
2834#undef pixel_5
2835#undef pixel_6
2836#undef pixel_7
2837
2838#undef texture_ptr
2839
2840#undef pixels_a
2841#undef pixels_b
2842#undef pixels_c
2843#undef pixels_d
2844
2845#define psx_gpu r0
2846#define block_ptr r1
2847#define num_blocks r2
2848
2849#define uv_0 r3
2850#define uv_1 r4
2851#define u_0 r3
2852#define u_1 r4
2853#define v_0 r5
2854#define v_1 r6
2855
2856#define uv_2 r5
2857#define uv_3 r6
2858#define u_2 r5
2859#define u_3 r6
2860#define v_2 r7
2861#define v_3 r8
2862
2863#define uv_4 r7
2864#define uv_5 r8
2865#define u_4 r7
2866#define u_5 r8
2867#define v_4 r9
2868#define v_5 r10
2869
2870#define uv_6 r9
2871#define uv_7 r10
2872#define u_6 r9
2873#define u_7 r10
2874#define v_6 r11
2875#define v_7 r0
2876
2877#define pixel_0 r3
2878#define pixel_1 r4
2879#define pixel_2 r5
2880#define pixel_3 r6
2881#define pixel_4 r7
2882#define pixel_5 r8
2883#define pixel_6 r9
2884#define pixel_7 r10
2885
2886#define pixels_a r3
2887#define pixels_b r5
2888#define pixels_c r7
2889#define pixels_d r9
2890
2891#define texture_ptr r12
2892
2893
2894.align 3
2895
2896function(texture_blocks_16bpp)
2897 stmdb sp!, { r3 - r11, r14 }
2898 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2899
2900 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2901 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2902
29030:
2904 ldrh uv_0, [ block_ptr ]
2905 subs num_blocks, num_blocks, #1
2906
2907 ldrh uv_1, [ block_ptr, #2 ]
2908
2909 and v_0, uv_0, #0xFF00
2910 and v_1, uv_1, #0xFF00
2911
2912 and u_0, uv_0, #0xFF
2913 and u_1, uv_1, #0xFF
2914
2915 add uv_0, u_0, v_0, lsl #2
2916 ldrh uv_2, [ block_ptr, #4 ]
2917
2918 add uv_1, u_1, v_1, lsl #2
2919 ldrh uv_3, [ block_ptr, #6 ]
2920
2921 add uv_0, uv_0, uv_0
2922 add uv_1, uv_1, uv_1
2923
2924 and v_2, uv_2, #0xFF00
2925 and v_3, uv_3, #0xFF00
2926
2927 and u_2, uv_2, #0xFF
2928 and u_3, uv_3, #0xFF
2929
2930 add uv_2, u_2, v_2, lsl #2
2931 ldrh uv_4, [ block_ptr, #8 ]
2932
2933 add uv_3, u_3, v_3, lsl #2
2934 ldrh uv_5, [ block_ptr, #10 ]
2935
2936 add uv_2, uv_2, uv_2
2937 add uv_3, uv_3, uv_3
2938
2939 and v_4, uv_4, #0xFF00
2940 and v_5, uv_5, #0xFF00
2941
2942 and u_4, uv_4, #0xFF
2943 and u_5, uv_5, #0xFF
2944
2945 add uv_4, u_4, v_4, lsl #2
2946 ldrh uv_6, [ block_ptr, #12 ]
2947
2948 add uv_5, u_5, v_5, lsl #2
2949 ldrh uv_7, [ block_ptr, #14 ]
2950
2951 add uv_4, uv_4, uv_4
2952 ldrh pixel_0, [ texture_ptr, uv_0 ]
2953
2954 add uv_5, uv_5, uv_5
2955 ldrh pixel_1, [ texture_ptr, uv_1 ]
2956
2957 and v_6, uv_6, #0xFF00
2958 ldrh pixel_2, [ texture_ptr, uv_2 ]
2959
2960 and v_7, uv_7, #0xFF00
2961 ldrh pixel_3, [ texture_ptr, uv_3 ]
2962
2963 and u_6, uv_6, #0xFF
2964 ldrh pixel_4, [ texture_ptr, uv_4 ]
2965
2966 and u_7, uv_7, #0xFF
2967 ldrh pixel_5, [ texture_ptr, uv_5 ]
2968
2969 add uv_6, u_6, v_6, lsl #2
2970 add uv_7, u_7, v_7, lsl #2
2971
2972 add uv_6, uv_6, uv_6
2973 add uv_7, uv_7, uv_7
2974
2975 orr pixels_a, pixel_0, pixel_1, lsl #16
2976 orr pixels_b, pixel_2, pixel_3, lsl #16
2977
2978 ldrh pixel_6, [ texture_ptr, uv_6 ]
2979 orr pixels_c, pixel_4, pixel_5, lsl #16
2980
2981 ldrh pixel_7, [ texture_ptr, uv_7 ]
2982 orr pixels_d, pixel_6, pixel_7, lsl #16
2983
2984 stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2985 add block_ptr, block_ptr, #64
2986
2987 bne 0b
2988
2989 ldmia sp!, { r3 - r11, pc }
2990
2991
2992#undef num_blocks
2993
2994#undef test_mask
2995#undef texels
2996#undef pixels_b
2997#undef pixels
2998#undef d64_1
2999#undef d64_4
3000#undef d64_128
3001#undef draw_mask
3002#undef msb_mask
3003#undef msb_mask_low
3004#undef msb_mask_high
3005#undef fb_pixels
3006
3007#undef c_32
3008#undef fb_ptr
3009#undef mask_msb_ptr
3010
3011#define psx_gpu r0
3012#define num_blocks r1
3013#define color_ptr r2
3867c6ef
E
3014#define colors_scalar r2
3015#define colors_scalar_compare r3
75e28f62
E
3016#define mask_msb_ptr r2
3017
3018#define block_ptr_load_a r0
3019#define block_ptr_store r3
3020#define block_ptr_load_b r12
3021#define c_32 r2
3022
3023#define c_48 r4
3024#define fb_ptr r14
3025#define draw_mask_bits_scalar r5
3026
3027#define d128_0x07 q0
3028#define d128_0x1F q1
3029#define d128_0x8000 q2
3030#define test_mask q3
3031#define texels q4
3032#define colors_rg q5
3033#define colors_b_dm_bits q6
3034#define texels_rg q7
3035#define pixels_r q8
3036#define pixels_g q9
3037#define pixels_b q10
3038#define pixels q11
3039#define zero_mask q4
3040#define draw_mask q12
3041#define msb_mask q13
3042
3043#define fb_pixels q8
3044
3045#define pixels_gb_low q9
3046
3047#define colors_r d10
3048#define colors_g d11
3049#define colors_b d12
3050#define draw_mask_bits d13
3051#define texels_r d14
3052#define texels_g d15
3053#define pixels_r_low d16
3054#define pixels_g_low d18
3055#define pixels_b_low d19
3056#define msb_mask_low d26
3057#define msb_mask_high d27
3058
3059#define d64_1 d28
3060#define d64_4 d29
3061#define d64_128 d30
3062#define texels_b d31
3063
3064#define shade_blocks_textured_modulated_prologue_indirect() \
3065 mov c_48, #48; \
3066 add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \
3067
3068#define shade_blocks_textured_modulated_prologue_direct() \
3069 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3070 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
3071
75e28f62 3072
3867c6ef
E
3073#define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
3074
3075#define shade_blocks_textured_false_modulation_check_undithered(target) \
3076 ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \
3077 movw colors_scalar_compare, #0x8080; \
3078 \
3079 movt colors_scalar_compare, #0x80; \
3080 cmp colors_scalar, colors_scalar_compare; \
3081 beq shade_blocks_textured_unmodulated_##target \
3082
3083#define shade_blocks_textured_false_modulation_check_dithered(target) \
3084
3085#define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
3086 shade_blocks_textured_false_modulation_check_##dithering(target); \
75e28f62
E
3087 add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
3088 vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \
3089 vdup.u8 colors_g, colors_r[1]; \
3090 vdup.u8 colors_b, colors_r[2]; \
3091 vdup.u8 colors_r, colors_r[0] \
3092
3093
3094#define shade_blocks_textured_modulated_load_dithered(target) \
3095 vld1.u32 { target }, [ block_ptr_load_b, :128 ] \
3096
3097#define shade_blocks_textured_modulated_load_last_dithered(target) \
3098 vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \
3099
3100#define shade_blocks_textured_modulated_load_undithered(target) \
3101
3102#define shade_blocks_textured_modulated_load_last_undithered(target) \
3103 add block_ptr_load_b, block_ptr_load_b, #32 \
3104
3105#define shade_blocks_textured_modulate_dithered(channel) \
3106 vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \
3107
3108#define shade_blocks_textured_modulate_undithered(channel) \
3109 vmull.u8 pixels_##channel, texels_##channel, colors_##channel \
3110
3111
3112#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
3113 vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \
3114
3115#define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \
3116 ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \
3117 vld1.u32 { fb_pixels }, [ fb_ptr ]; \
3118 vbit.u16 pixels, fb_pixels, draw_mask \
3119
3120#define shade_blocks_textured_modulated_store_pixels_indirect() \
3121 vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \
3122
3123#define shade_blocks_textured_modulated_store_pixels_direct() \
3124 vst1.u32 { pixels }, [ fb_ptr ] \
3125
3126
3127#define shade_blocks_textured_modulated_load_rg_shaded() \
3128 vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \
3129
3130#define shade_blocks_textured_modulated_load_rg_unshaded() \
3131 add block_ptr_load_b, block_ptr_load_b, #32 \
3132
3133#define shade_blocks_textured_modulated_load_bdm_shaded() \
3134 vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \
3135
3136#define shade_blocks_textured_modulated_load_bdm_unshaded() \
3137 ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \
3138 add block_ptr_load_a, block_ptr_load_a, #32 \
3139
3140#define shade_blocks_textured_modulated_expand_draw_mask_shaded() \
3141 vdup.u16 draw_mask, draw_mask_bits[0] \
3142
3143#define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \
3144 vdup.u16 draw_mask, draw_mask_bits_scalar \
3145
3146
3147#define shade_blocks_textured_modulated_apply_msb_mask_indirect() \
3148
3149#define shade_blocks_textured_modulated_apply_msb_mask_direct() \
3150 vorr.u16 pixels, pixels, msb_mask \
3151
3152
3153#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
3154.align 3; \
3155 \
3156function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
3867c6ef 3157 shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
75e28f62
E
3158 stmdb sp!, { r4 - r5, lr }; \
3159 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3160 \
3161 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
3162 \
3163 shade_blocks_textured_modulated_prologue_##target(); \
75e28f62
E
3164 \
3165 add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
3166 mov c_32, #32; \
3167 \
3168 add block_ptr_load_b, block_ptr_load_a, #16; \
3169 vmov.u8 d64_1, #1; \
3170 vmov.u8 d64_4, #4; \
3171 vmov.u8 d64_128, #128; \
3172 \
3173 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3174 vmov.u8 d128_0x07, #0x07; \
3175 \
3176 shade_blocks_textured_modulated_load_rg_##shading(); \
3177 vmov.u8 d128_0x1F, #0x1F; \
3178 \
3179 shade_blocks_textured_modulated_load_bdm_##shading(); \
3180 vmov.u16 d128_0x8000, #0x8000; \
3181 \
3182 vmovn.u16 texels_r, texels; \
3183 vshrn.u16 texels_g, texels, #5; \
3184 \
3185 vshrn.u16 texels_b, texels, #7; \
3186 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3187 \
3188 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3189 vtst.u16 draw_mask, draw_mask, test_mask; \
3190 \
3191 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3192 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3193 \
3194 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3195 vshr.u8 texels_b, texels_b, #3; \
3196 \
3197 shade_blocks_textured_modulate_##dithering(r); \
3198 shade_blocks_textured_modulate_##dithering(g); \
3199 shade_blocks_textured_modulate_##dithering(b); \
3200 \
3201 vand.u16 pixels, texels, d128_0x8000; \
3202 vceq.u16 zero_mask, texels, #0; \
3203 \
3204 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3205 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3206 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3207 \
3208 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3209 vorr.u16 draw_mask, draw_mask, zero_mask; \
3210 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3211 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3212 \
3213 subs num_blocks, num_blocks, #1; \
3214 beq 1f; \
3215 \
3216 .align 3; \
3217 \
3218 0: \
3219 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3220 shade_blocks_textured_modulated_load_rg_##shading(); \
3221 vshrn.u16 texels_g, texels, #5; \
3222 \
3223 shade_blocks_textured_modulated_load_bdm_##shading(); \
3224 vshrn.u16 texels_b, texels, #7; \
3225 \
59d15d23 3226 pld [ block_ptr_load_a ]; \
75e28f62
E
3227 vmovn.u16 texels_r, texels; \
3228 vmlal.u8 pixels, pixels_r_low, d64_1; \
3229 \
3230 vmlal.u8 pixels, pixels_g_low, d64_4; \
3231 vmlal.u8 pixels, pixels_b_low, d64_128; \
3232 shade_blocks_textured_modulated_store_draw_mask_##target(-4); \
3233 \
3234 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3235 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3236 \
3237 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3238 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3239 \
3240 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3241 vtst.u16 draw_mask, draw_mask, test_mask; \
3242 \
3243 shade_blocks_textured_modulated_store_pixels_##target(); \
3244 vshr.u8 texels_b, texels_b, #3; \
3245 \
3246 shade_blocks_textured_modulate_##dithering(r); \
3247 shade_blocks_textured_modulate_##dithering(g); \
3248 shade_blocks_textured_modulate_##dithering(b); \
3249 \
3250 vand.u16 pixels, texels, d128_0x8000; \
3251 vceq.u16 zero_mask, texels, #0; \
3252 \
3253 subs num_blocks, num_blocks, #1; \
3254 \
3255 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3256 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3257 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3258 \
3259 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3260 vorr.u16 draw_mask, draw_mask, zero_mask; \
3261 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3262 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3263 \
3264 bne 0b; \
3265 \
3266 1: \
3267 vmlal.u8 pixels, pixels_r_low, d64_1; \
3268 vmlal.u8 pixels, pixels_g_low, d64_4; \
3269 vmlal.u8 pixels, pixels_b_low, d64_128; \
3270 \
3271 shade_blocks_textured_modulated_store_draw_mask_##target(28); \
3272 shade_blocks_textured_modulated_store_pixels_##target(); \
3273 \
3274 ldmia sp!, { r4 - r5, pc } \
3275
3276
3277shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3278shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3279shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3280shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3281
3282shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3283shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3284shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3285shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3286
3287
3288#undef c_64
3289#undef fb_ptr
3290#undef color_ptr
3291
3292#undef color_r
3293#undef color_g
3294#undef color_b
3295
3296#undef test_mask
3297#undef pixels
3298#undef draw_mask
3299#undef zero_mask
3300#undef fb_pixels
3301#undef msb_mask
3302#undef msb_mask_low
3303#undef msb_mask_high
3304
3305#define psx_gpu r0
3306#define num_blocks r1
3307#define mask_msb_ptr r2
3308#define color_ptr r3
3309
3310#define block_ptr_load r0
3311#define draw_mask_store_ptr r3
3312#define draw_mask_bits_ptr r12
3313#define draw_mask_ptr r12
3314#define pixel_store_ptr r14
3315
3316#define fb_ptr_cmp r4
3317
3318#define fb_ptr r3
3319#define fb_ptr_next r14
3320
3321#define c_64 r2
3322
3323#define test_mask q0
3324#define pixels q1
3325#define draw_mask q2
3326#define zero_mask q3
3327#define draw_mask_combined q4
3328#define fb_pixels q5
3329#define fb_pixels_next q6
3330#define msb_mask q7
3331
3332#define draw_mask_low d4
3333#define draw_mask_high d5
3334#define msb_mask_low d14
3335#define msb_mask_high d15
3336
3337.align 3
3338function(shade_blocks_textured_unmodulated_indirect)
3339 str r14, [ sp, #-4 ]
3340 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3341
3342 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3343 add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3344
3345 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3346 add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3347
3348 mov c_64, #64
3349 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3350
3351 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3352 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3353 [ draw_mask_bits_ptr, :16 ], c_64
3354 vceq.u16 zero_mask, pixels, #0
3355
3356 vtst.u16 draw_mask, draw_mask, test_mask
3357 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3358
3359 subs num_blocks, num_blocks, #1
3360 beq 1f
3361
3362 0:
3363 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3364 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3365
3366 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3367 [ draw_mask_bits_ptr, :16 ], c_64
3368 vceq.u16 zero_mask, pixels, #0
3369
3370 vtst.u16 draw_mask, draw_mask, test_mask
3371 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3372
3373 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3374 subs num_blocks, num_blocks, #1
3375
3376 bne 0b
3377
3378 1:
3379 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3380 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3381
3382 ldr pc, [ sp, #-4 ]
3383
3384
3385.align 3
3386
3387function(shade_blocks_textured_unmodulated_direct)
3388 stmdb sp!, { r4, r14 }
3389 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3390
3391 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3392 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3393
3394 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3395 mov c_64, #64
3396
3397 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3398 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3399
3400 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3401 [ draw_mask_bits_ptr, :16 ], c_64
3402 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3403
3404 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3405 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3406 vceq.u16 zero_mask, pixels, #0
3407 vtst.u16 draw_mask, draw_mask, test_mask
3408
3409 subs num_blocks, num_blocks, #1
3410 beq 1f
3411
3412 0:
3413 mov fb_ptr, fb_ptr_next
3414 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3415
3416 vorr.u16 pixels, pixels, msb_mask
3417
3418 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3419 vmov fb_pixels, fb_pixels_next
3420
3421 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3422 [ draw_mask_bits_ptr, :16 ], c_64
3423 vbif.u16 fb_pixels, pixels, draw_mask_combined
3424
75e28f62 3425 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
8438c3c7 3426 pld [ fb_ptr_next, #64 ]
3427
75e28f62 3428 add fb_ptr_cmp, fb_ptr_cmp, #14
8438c3c7 3429 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3430
75e28f62
E
3431 cmp fb_ptr_cmp, #28
3432 bls 4f
3433
3434 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3435 vceq.u16 zero_mask, pixels, #0
3436
3437 vst1.u16 { fb_pixels }, [ fb_ptr ]
3438 vtst.u16 draw_mask, draw_mask, test_mask
3439
3440 3:
3441 subs num_blocks, num_blocks, #1
3442 bne 0b
3443
3444 1:
3445 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3446 vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3447
3448 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3449
3450 ldmia sp!, { r4, pc }
3451
3452 4:
3453 vst1.u16 { fb_pixels }, [ fb_ptr ]
3454 vceq.u16 zero_mask, pixels, #0
3455
3456 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3457 vtst.u16 draw_mask, draw_mask, test_mask
3458
3459 bal 3b
3460
3461
3462function(shade_blocks_unshaded_untextured_indirect)
3463 bx lr
3464
3465.align 3
3466
3467function(shade_blocks_unshaded_untextured_direct)
3468 stmdb sp!, { r4, r14 }
3469 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3470
3471 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3472 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3473
3474 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3475 add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3476
3477 add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3478 vld1.u16 { pixels }, [ color_ptr, :128 ]
3479
3480 mov c_64, #64
3481 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3482
3483 vorr.u16 pixels, pixels, msb_mask
3484 subs num_blocks, num_blocks, #1
3485
3486 ldr fb_ptr_next, [ block_ptr_load ], #64
3487
3488 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3489 beq 1f
3490
3491 0:
3492 vmov fb_pixels, fb_pixels_next
3493 mov fb_ptr, fb_ptr_next
3494 ldr fb_ptr_next, [ block_ptr_load ], #64
3495
3496 vbif.u16 fb_pixels, pixels, draw_mask
3497 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3498
3499 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3500 add fb_ptr_cmp, fb_ptr_cmp, #14
3501 cmp fb_ptr_cmp, #28
3502 bls 4f
3503
3504 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3505 vst1.u16 { fb_pixels }, [ fb_ptr ]
3506
3507 3:
3508 subs num_blocks, num_blocks, #1
3509 bne 0b
3510
3511 1:
3512 vbif.u16 fb_pixels_next, pixels, draw_mask
3513 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3514
3515 ldmia sp!, { r4, pc }
3516
3517 4:
3518 vst1.u16 { fb_pixels }, [ fb_ptr ]
3519 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3520 bal 3b
3521
3522
3523#undef draw_mask_ptr
3524#undef c_64
3525#undef fb_ptr
3526#undef fb_ptr_next
3527#undef fb_ptr_cmp
3528
3529#define psx_gpu r0
3530#define num_blocks r1
3531#define msb_mask_ptr r2
3532#define pixel_ptr r3
3533#define draw_mask_ptr r0
3534#define c_64 r2
3535#define fb_ptr r12
3536#define fb_ptr_next r14
3537#define fb_ptr_cmp r4
3538
3539#undef msb_mask
3540#undef draw_mask
3541#undef pixels
3542#undef fb_pixels
3543#undef d128_0x8000
3544#undef msb_mask_low
3545#undef msb_mask_high
3546#undef draw_mask_next
3547#undef pixels_g
3548#undef blend_pixels
3549#undef fb_pixels_next
3550
3551#define msb_mask q0
3552#define draw_mask q1
3553#define pixels q2
3554#define fb_pixels q3
3555#define blend_pixels q4
3556#define pixels_no_msb q5
3557#define blend_mask q6
3558#define fb_pixels_no_msb q7
3559#define d128_0x8000 q8
3560#define d128_0x0421 q9
3561#define fb_pixels_next q10
3562#define blend_pixels_next q11
3563#define pixels_next q12
3564#define draw_mask_next q13
3565#define write_mask q14
3566
3567#define pixels_rb q5
3568#define pixels_mg q7
3569#define pixels_g q7
3570#define d128_0x7C1F q8
3571#define d128_0x03E0 q9
3572#define fb_pixels_rb q10
3573#define fb_pixels_g q11
3574#define fb_pixels_masked q11
3575#define d128_0x83E0 q15
3576#define pixels_fourth q7
3577#define d128_0x1C07 q12
3578#define d128_0x00E0 q13
3579#define d128_0x80E0 q13
3580
3581#define msb_mask_low d0
3582#define msb_mask_high d1
3583
3584#define blend_blocks_average_set_blend_mask_textured(source) \
3585 vclt.s16 blend_mask, source, #0 \
3586
3587#define blend_blocks_average_set_stp_bit_textured() \
3588 vorr.u16 blend_pixels, #0x8000 \
3589
3590#define blend_blocks_average_combine_textured(source) \
3591 vbif.u16 blend_pixels, source, blend_mask \
3592
3593#define blend_blocks_average_set_blend_mask_untextured(source) \
3594
3595#define blend_blocks_average_set_stp_bit_untextured() \
3596
3597#define blend_blocks_average_combine_untextured(source) \
3598
3599#define blend_blocks_average_mask_set_on() \
3600 vclt.s16 write_mask, fb_pixels_next, #0 \
3601
3602#define blend_blocks_average_mask_copy_on() \
3603 vorr.u16 draw_mask, draw_mask_next, write_mask \
3604
3605#define blend_blocks_average_mask_copy_b_on() \
3606 vorr.u16 draw_mask_next, draw_mask_next, write_mask \
3607
3608#define blend_blocks_average_mask_set_off() \
3609
3610#define blend_blocks_average_mask_copy_off() \
3611 vmov draw_mask, draw_mask_next \
3612
3613#define blend_blocks_average_mask_copy_b_off() \
3614
3615#define blend_blocks_average_builder(texturing, mask_evaluate) \
3616.align 3; \
3617 \
3618function(blend_blocks_##texturing##_average_##mask_evaluate) \
3619 stmdb sp!, { r4, r14 }; \
3620 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3621 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3622 \
3623 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3624 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3625 \
3626 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3627 mov c_64, #64; \
3628 \
3629 vmov.u16 d128_0x8000, #0x8000; \
3630 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3631 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3632 \
3633 vmov.u16 d128_0x0421, #0x0400; \
3634 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3635 \
3636 vorr.u16 d128_0x0421, #0x0021; \
3637 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3638 \
3639 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3640 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3641 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3642 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3643 blend_blocks_average_mask_set_##mask_evaluate(); \
3644 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3645 \
3646 subs num_blocks, num_blocks, #1; \
3647 beq 1f; \
3648 \
3649 0: \
3650 mov fb_ptr, fb_ptr_next; \
3651 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3652 \
3653 vmov pixels, pixels_next; \
3654 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3655 \
3656 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3657 \
3658 blend_blocks_average_mask_copy_##mask_evaluate(); \
3659 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3660 \
3661 blend_blocks_average_set_blend_mask_##texturing(pixels); \
3662 blend_blocks_average_set_stp_bit_##texturing(); \
3663 vmov fb_pixels, fb_pixels_next; \
3664 blend_blocks_average_combine_##texturing(pixels); \
3665 \
3666 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3667 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3668 cmp fb_ptr_cmp, #28; \
3669 bls 2f; \
3670 \
3671 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3672 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3673 \
3674 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3675 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3676 \
3677 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3678 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3679 \
3680 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3681 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3682 blend_blocks_average_mask_set_##mask_evaluate(); \
3683 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3684 \
3685 3: \
3686 subs num_blocks, num_blocks, #1; \
3687 bne 0b; \
3688 \
3689 1: \
3690 blend_blocks_average_mask_copy_b_##mask_evaluate(); \
3691 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3692 \
3693 blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
3694 blend_blocks_average_set_stp_bit_##texturing(); \
3695 blend_blocks_average_combine_##texturing(pixels_next); \
3696 \
3697 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3698 vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
3699 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3700 \
3701 ldmia sp!, { r4, pc }; \
3702 \
3703 2: \
3704 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3705 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3706 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3707 \
3708 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3709 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3710 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3711 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3712 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3713 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3714 \
3715 bal 3b \
3716
3717blend_blocks_average_builder(textured, off)
3718blend_blocks_average_builder(untextured, off)
3719blend_blocks_average_builder(textured, on)
3720blend_blocks_average_builder(untextured, on)
3721
3722
3723#define blend_blocks_add_mask_set_on() \
3724 vclt.s16 write_mask, fb_pixels, #0 \
3725
3726#define blend_blocks_add_mask_copy_on() \
3727 vorr.u16 draw_mask, draw_mask, write_mask \
3728
3729#define blend_blocks_add_mask_set_off() \
3730
3731#define blend_blocks_add_mask_copy_off() \
3732
3733
3734#define blend_blocks_add_textured_builder(mask_evaluate) \
3735.align 3; \
3736 \
3737function(blend_blocks_textured_add_##mask_evaluate) \
3738 stmdb sp!, { r4, r14 }; \
3739 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3740 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3741 \
3742 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3743 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3744 \
3745 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3746 mov c_64, #64; \
3747 \
3748 vmov.u16 d128_0x7C1F, #0x7C00; \
3749 vmov.u16 d128_0x03E0, #0x0300; \
3750 vmov.u16 d128_0x83E0, #0x8000; \
3751 vorr.u16 d128_0x03E0, #0x00E0; \
3752 vorr.u16 d128_0x7C1F, #0x001F; \
3753 vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
3754 \
3755 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3756 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3757 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3758 vclt.s16 blend_mask, pixels, #0; \
3759 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3760 blend_blocks_add_mask_set_##mask_evaluate(); \
3761 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3762 \
3763 blend_blocks_add_mask_copy_##mask_evaluate(); \
3764 vorr.u16 pixels, pixels, msb_mask; \
3765 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3766 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3767 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3768 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3769 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3770 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3771 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3772 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3773 \
3774 subs num_blocks, num_blocks, #1; \
3775 beq 1f; \
3776 \
3777 0: \
3778 mov fb_ptr, fb_ptr_next; \
3779 \
3780 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3781 \
3782 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3783 vclt.s16 blend_mask, pixels, #0; \
3784 \
3785 vorr.u16 pixels, pixels, msb_mask; \
3786 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3787 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3788 \
8438c3c7 3789 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3790 pld [ fb_ptr_next, #64 ]; \
75e28f62
E
3791 \
3792 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
8438c3c7 3793 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3794 \
75e28f62 3795 add fb_ptr_cmp, fb_ptr_cmp, #14; \
8438c3c7 3796 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3797 \
75e28f62
E
3798 cmp fb_ptr_cmp, #28; \
3799 bls 2f; \
3800 \
3801 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3802 blend_blocks_add_mask_set_##mask_evaluate(); \
3803 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3804 blend_blocks_add_mask_copy_##mask_evaluate(); \
3805 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3806 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3807 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3808 \
3809 3: \
3810 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3811 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3812 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3813 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3814 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3815 \
3816 subs num_blocks, num_blocks, #1; \
3817 bne 0b; \
3818 \
3819 1: \
3820 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3821 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3822 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3823 \
3824 ldmia sp!, { r4, pc }; \
3825 \
3826 2: \
3827 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3828 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3829 \
3830 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3831 blend_blocks_add_mask_set_##mask_evaluate(); \
3832 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3833 blend_blocks_add_mask_copy_##mask_evaluate(); \
3834 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3835 bal 3b \
3836
3837
3838#define blend_blocks_add_untextured_builder(mask_evaluate) \
3839.align 3; \
3840 \
3841function(blend_blocks_untextured_add_##mask_evaluate) \
3842 stmdb sp!, { r4, r14 }; \
3843 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3844 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3845 \
3846 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3847 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3848 \
3849 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3850 mov c_64, #64; \
3851 \
3852 vmov.u16 d128_0x7C1F, #0x7C00; \
3853 vmov.u16 d128_0x03E0, #0x0300; \
3854 vorr.u16 d128_0x7C1F, #0x001F; \
3855 vorr.u16 d128_0x03E0, #0x00E0; \
3856 \
3857 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3858 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3859 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3860 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3861 blend_blocks_add_mask_set_##mask_evaluate(); \
3862 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3863 \
3864 blend_blocks_add_mask_copy_##mask_evaluate(); \
3865 vand.u16 pixels_g, pixels, d128_0x03E0; \
3866 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3867 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3868 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3869 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3870 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3871 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3872 \
3873 subs num_blocks, num_blocks, #1; \
3874 beq 1f; \
3875 \
3876 0: \
3877 mov fb_ptr, fb_ptr_next; \
3878 \
3879 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3880 \
3881 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3882 \
3883 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3884 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3885 vand.u16 pixels_g, pixels, d128_0x03E0; \
3886 \
3887 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3888 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3889 \
3890 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3891 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3892 cmp fb_ptr_cmp, #28; \
3893 bls 2f; \
3894 \
3895 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3896 blend_blocks_add_mask_set_##mask_evaluate(); \
3897 blend_blocks_add_mask_copy_##mask_evaluate(); \
3898 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3899 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3900 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3901 \
3902 3: \
3903 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3904 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3905 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3906 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3907 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3908 \
3909 subs num_blocks, num_blocks, #1; \
3910 bne 0b; \
3911 \
3912 1: \
3913 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3914 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3915 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3916 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3917 \
3918 ldmia sp!, { r4, pc }; \
3919 \
3920 2: \
3921 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3922 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3923 \
3924 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3925 blend_blocks_add_mask_set_##mask_evaluate(); \
3926 blend_blocks_add_mask_copy_##mask_evaluate(); \
3927 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3928 bal 3b \
3929
3930
3931blend_blocks_add_textured_builder(off)
3932blend_blocks_add_textured_builder(on)
3933blend_blocks_add_untextured_builder(off)
3934blend_blocks_add_untextured_builder(on)
3935
3936#define blend_blocks_subtract_set_blend_mask_textured() \
3937 vclt.s16 blend_mask, pixels_next, #0 \
3938
3939#define blend_blocks_subtract_combine_textured() \
3940 vbif.u16 blend_pixels, pixels, blend_mask \
3941
3942#define blend_blocks_subtract_set_stb_textured() \
3943 vorr.u16 blend_pixels, #0x8000 \
3944
3945#define blend_blocks_subtract_msb_mask_textured() \
3946 vorr.u16 pixels, pixels_next, msb_mask \
3947
3948#define blend_blocks_subtract_set_blend_mask_untextured() \
3949
3950#define blend_blocks_subtract_combine_untextured() \
3951
3952#define blend_blocks_subtract_set_stb_untextured() \
3953 vorr.u16 blend_pixels, blend_pixels, msb_mask \
3954
3955#define blend_blocks_subtract_msb_mask_untextured() \
3956
3957
3958#define blend_blocks_subtract_mask_set_on() \
3959 vclt.s16 write_mask, fb_pixels, #0 \
3960
3961#define blend_blocks_subtract_mask_copy_on() \
3962 vorr.u16 draw_mask, draw_mask_next, write_mask \
3963
3964#define blend_blocks_subtract_mask_set_off() \
3965
3966#define blend_blocks_subtract_mask_copy_off() \
3967 vmov draw_mask, draw_mask_next \
3968
3969
3970#define blend_blocks_subtract_builder(texturing, mask_evaluate) \
3971.align 3; \
3972 \
3973function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
3974 stmdb sp!, { r4, r14 }; \
3975 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3976 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3977 \
3978 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3979 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3980 \
3981 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3982 mov c_64, #64; \
3983 \
3984 vmov.u16 d128_0x7C1F, #0x7C00; \
3985 vmov.u16 d128_0x03E0, #0x0300; \
3986 vorr.u16 d128_0x7C1F, #0x001F; \
3987 vorr.u16 d128_0x03E0, #0x00E0; \
3988 \
3989 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3990 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3991 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3992 blend_blocks_subtract_set_blend_mask_##texturing(); \
3993 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3994 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3995 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3996 \
3997 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3998 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3999 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4000 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4001 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4002 \
4003 subs num_blocks, num_blocks, #1; \
4004 beq 1f; \
4005 \
4006 0: \
4007 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4008 mov fb_ptr, fb_ptr_next; \
4009 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4010 \
4011 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
4012 blend_blocks_subtract_msb_mask_##texturing(); \
4013 \
4014 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
4015 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4016 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
4017 blend_blocks_subtract_set_stb_##texturing(); \
4018 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
4019 blend_blocks_subtract_combine_##texturing(); \
4020 blend_blocks_subtract_set_blend_mask_##texturing(); \
4021 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4022 \
4023 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4024 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4025 cmp fb_ptr_cmp, #28; \
4026 bls 2f; \
4027 \
4028 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4029 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4030 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4031 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4032 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4033 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4034 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4035 \
4036 3: \
4037 subs num_blocks, num_blocks, #1; \
4038 bne 0b; \
4039 \
4040 1: \
4041 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4042 \
4043 blend_blocks_subtract_msb_mask_##texturing(); \
4044 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4045 blend_blocks_subtract_set_stb_##texturing(); \
4046 blend_blocks_subtract_combine_##texturing(); \
4047 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4048 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4049 \
4050 ldmia sp!, { r4, pc }; \
4051 \
4052 2: \
4053 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4054 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4055 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4056 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4057 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4058 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4059 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4060 bal 3b \
4061
4062
4063blend_blocks_subtract_builder(textured, off)
4064blend_blocks_subtract_builder(textured, on)
4065blend_blocks_subtract_builder(untextured, off)
4066blend_blocks_subtract_builder(untextured, on)
4067
4068
4069#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
4070.align 3; \
4071 \
4072function(blend_blocks_textured_add_fourth_##mask_evaluate) \
4073 stmdb sp!, { r4, r14 }; \
4074 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4075 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4076 \
4077 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4078 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4079 \
4080 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4081 mov c_64, #64; \
4082 \
4083 vmov.u16 d128_0x7C1F, #0x7C00; \
4084 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62 4085 vmov.u16 d128_0x1C07, #0x1C00; \
d1c75d1e 4086 vmov.u16 d128_0x00E0, #0x00E0; \
75e28f62
E
4087 vorr.u16 d128_0x7C1F, #0x001F; \
4088 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62 4089 vorr.u16 d128_0x1C07, #0x0007; \
75e28f62
E
4090 \
4091 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4092 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4093 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4094 vclt.s16 blend_mask, pixels, #0; \
4095 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4096 blend_blocks_add_mask_set_##mask_evaluate(); \
4097 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4098 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
75e28f62
E
4099 \
4100 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4101 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4102 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4103 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4104 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4105 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4106 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4107 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4108 \
4109 subs num_blocks, num_blocks, #1; \
4110 beq 1f; \
4111 \
4112 0: \
4113 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4114 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4115 \
d1c75d1e
E
4116 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4117 vbif.u16 blend_pixels, pixels, blend_mask; \
4118 \
75e28f62
E
4119 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4120 vclt.s16 blend_mask, pixels, #0; \
75e28f62 4121 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4122 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
75e28f62
E
4123 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4124 \
4125 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4126 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4127 \
4128 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4129 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4130 cmp fb_ptr_cmp, #28; \
4131 bls 2f; \
4132 \
4133 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4134 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4135 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4136 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4137 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4138 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4139 \
4140 3: \
d1c75d1e 4141 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4142 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4143 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4144 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4145 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4146 \
4147 subs num_blocks, num_blocks, #1; \
4148 bne 0b; \
4149 \
4150 1: \
4151 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
d1c75d1e
E
4152 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4153 vbif.u16 blend_pixels, pixels, blend_mask; \
75e28f62
E
4154 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4155 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4156 \
4157 ldmia sp!, { r4, pc }; \
4158 \
4159 2: \
4160 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
d1c75d1e 4161 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
75e28f62
E
4162 \
4163 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4164 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4165 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e 4166 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4167 bal 3b \
4168
4169
d1c75d1e 4170
75e28f62
E
4171#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
4172.align 3; \
4173 \
4174function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
4175 stmdb sp!, { r4, r14 }; \
4176 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4177 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4178 \
4179 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4180 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4181 \
4182 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4183 mov c_64, #64; \
4184 \
4185 vmov.u16 d128_0x7C1F, #0x7C00; \
4186 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62
E
4187 vmov.u16 d128_0x1C07, #0x1C00; \
4188 vmov.u16 d128_0x00E0, #0x00E0; \
4189 vorr.u16 d128_0x7C1F, #0x001F; \
4190 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62
E
4191 vorr.u16 d128_0x1C07, #0x0007; \
4192 \
4193 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4194 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4195 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4196 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4197 blend_blocks_add_mask_set_##mask_evaluate(); \
4198 vshr.s16 pixels_fourth, pixels, #2; \
4199 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4200 \
4201 blend_blocks_add_mask_copy_##mask_evaluate(); \
4202 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4203 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4204 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4205 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4206 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4207 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4208 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4209 \
4210 subs num_blocks, num_blocks, #1; \
4211 beq 1f; \
4212 \
4213 0: \
4214 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4215 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4216 \
4217 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4218 \
4219 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4220 vshr.s16 pixels_fourth, pixels, #2; \
4221 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4222 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4223 \
4224 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4225 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4226 \
4227 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4228 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4229 cmp fb_ptr_cmp, #28; \
4230 bls 2f; \
4231 \
4232 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4233 blend_blocks_add_mask_set_##mask_evaluate(); \
4234 blend_blocks_add_mask_copy_##mask_evaluate(); \
4235 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4236 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4237 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4238 \
4239 3: \
4240 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4241 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4242 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4243 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4244 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4245 \
4246 subs num_blocks, num_blocks, #1; \
4247 bne 0b; \
4248 \
4249 1: \
4250 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4251 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4252 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4253 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4254 \
4255 ldmia sp!, { r4, pc }; \
4256 \
4257 2: \
4258 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4259 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4260 \
4261 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4262 blend_blocks_add_mask_set_##mask_evaluate(); \
4263 blend_blocks_add_mask_copy_##mask_evaluate(); \
4264 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4265 bal 3b \
4266
4267
4268blend_blocks_add_fourth_textured_builder(off)
4269blend_blocks_add_fourth_textured_builder(on)
4270blend_blocks_add_fourth_untextured_builder(off)
4271blend_blocks_add_fourth_untextured_builder(on)
4272
4273// TODO: Optimize this more. Need a scene that actually uses it for
4274// confirmation..
4275
4276.align 3
4277
4278function(blend_blocks_textured_unblended_on)
4279 stmdb sp!, { r4, r14 }
4280 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4281 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4282
4283 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4284 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4285
4286 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4287 mov c_64, #64
4288
4289 ldr fb_ptr, [ pixel_ptr, #28 ]
4290 vld1.u16 { fb_pixels }, [ fb_ptr ]
4291 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4292 vclt.s16 write_mask, fb_pixels, #0
4293 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4294
4295 subs num_blocks, num_blocks, #1
4296 beq 1f
4297
4298 0:
134f81ec 4299 vorr.u16 pixels, pixels, msb_mask
75e28f62
E
4300 vorr.u16 draw_mask, draw_mask, write_mask
4301 vbif.u16 fb_pixels, pixels, draw_mask
4302 vst1.u16 { fb_pixels }, [ fb_ptr ]
4303
4304 ldr fb_ptr, [ pixel_ptr, #28 ]
4305 vld1.u16 { fb_pixels }, [ fb_ptr ]
4306 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4307 vclt.s16 write_mask, fb_pixels, #0
4308 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4309
4310 subs num_blocks, num_blocks, #1
4311 bne 0b
4312
4313 1:
134f81ec 4314 vorr.u16 pixels, pixels, msb_mask
75e28f62
E
4315 vorr.u16 draw_mask, draw_mask, write_mask
4316 vbif.u16 fb_pixels, pixels, draw_mask
4317 vst1.u16 { fb_pixels }, [ fb_ptr ]
4318
4319 ldmia sp!, { r4, pc }
4320
4321
4322function(blend_blocks_textured_unblended_off)
4323 bx lr
4324
4325
4326function(warmup)
4327 mov r3, #64
4328 cmp r0, #0
4329 bxeq lr
4330
4331 0:
4332 vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4333
4334 subs r0, r0, #1
4335 bne 0b
4336
4337 bx lr
4338
6c4a10c4 4339#undef vram_ptr
75e28f62 4340#undef color
6c4a10c4 4341#undef width
75e28f62 4342#undef height
6c4a10c4 4343#undef pitch
75e28f62
E
4344
4345#define vram_ptr r0
6c4a10c4
E
4346#define color r1
4347#define width r2
4348#define height r3
75e28f62 4349
6c4a10c4 4350#define pitch r1
75e28f62 4351
6c4a10c4 4352#define num_width r12
75e28f62 4353
87c45ad1
E
4354#undef colors_a
4355#undef colors_b
75e28f62 4356
87c45ad1
E
4357#define colors_a q0
4358#define colors_b q1
75e28f62
E
4359
4360.align 3
4361
4362function(render_block_fill_body)
87c45ad1 4363 vdup.u16 colors_a, color
6c4a10c4 4364 mov pitch, #2048
75e28f62 4365
87c45ad1 4366 vmov colors_b, colors_a
75e28f62 4367 sub pitch, pitch, width, lsl #1
75e28f62 4368
6c4a10c4 4369 mov num_width, width
75e28f62 4370
6c4a10c4
E
4371 0:
4372 vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
75e28f62 4373
d1c75d1e 4374 subs num_width, num_width, #16
6c4a10c4 4375 bne 0b
75e28f62 4376
75e28f62 4377 add vram_ptr, vram_ptr, pitch
6c4a10c4
E
4378 mov num_width, width
4379
75e28f62
E
4380 subs height, height, #1
4381 bne 0b
75e28f62 4382
6c4a10c4
E
4383 bx lr
4384
75e28f62
E
4385
4386#undef x
4387#undef y
4388#undef width
4389#undef height
4390#undef fb_ptr
4391#undef texture_mask
4392#undef num_blocks
4393#undef temp
4394#undef dirty_textures_mask
4395#undef clut_ptr
4396#undef current_texture_mask
4397
4398#define psx_gpu r0
4399#define x r1
4400#define y r2
4401#define u r3
4402#define v r4
4403#define width r5
4404#define height r6
4405#define offset_u r8
4406#define offset_v r9
4407#define offset_u_right r10
4408#define width_rounded r11
4409#define height_rounded r12
4410
4411#define texture_offset_base r1
4412#define tile_width r2
4413#define tile_height r3
4414#define num_blocks r4
4415#define block r5
4416#define sub_tile_height r6
4417#define fb_ptr r7
4418#define texture_mask r8
4419#define column_data r9
4420#define texture_offset r10
4421#define tiles_remaining r11
4422#define fb_ptr_advance_column r12
4423#define texture_block_ptr r14
4424
8184d7c5 4425#define temp r14
4426
75e28f62
E
4427#define texture_page_ptr r3
4428#define left_block_mask r4
4429#define right_block_mask r5
4430#define texture_mask_rev r10
4431#define control_mask r11
4432
4433#define dirty_textures_mask r4
4434#define clut_ptr r5
4435#define current_texture_mask r6
4436
4437
4438#undef texels
4439#undef clut_low_a
4440#undef clut_low_b
4441#undef clut_high_a
4442#undef clut_high_b
4443#undef clut_a
4444#undef clut_b
4445#undef texels_low
4446#undef texels_high
4447
4448#define texels d0
4449#define draw_masks_fb_ptrs q1
4450
4451#define draw_mask_fb_ptr_left d2
4452#define draw_mask_fb_ptr_right d3
4453
59d15d23 4454#define draw_mask_fb_ptr_left_a d2
4455#define draw_mask_fb_ptr_left_b d3
4456#define draw_mask_fb_ptr_right_a d10
4457#define draw_mask_fb_ptr_right_b d11
4458#define draw_masks_fb_ptrs2 q5
4459
75e28f62
E
4460#define clut_low_a d4
4461#define clut_low_b d5
4462#define clut_high_a d6
4463#define clut_high_b d7
4464
4465#define block_masks d8
4466#define block_masks_shifted d9
4467
4468#define clut_a q2
4469#define clut_b q3
4470
59d15d23 4471#define texels_low d12
4472#define texels_high d13
75e28f62 4473
59d15d23 4474#define texels_wide_low d14
4475#define texels_wide_high d15
4476#define texels_wide q7
75e28f62
E
4477
4478
59d15d23 4479setup_sprite_flush_blocks:
4480 vpush { q1 - q5 }
75e28f62
E
4481
4482 stmdb sp!, { r0 - r3, r12, r14 }
4483 bl flush_render_block_buffer
4484 ldmia sp!, { r0 - r3, r12, r14 }
4485
59d15d23 4486 vpop { q1 - q5 }
75e28f62
E
4487
4488 add block, psx_gpu, #psx_gpu_blocks_offset
75e28f62
E
4489 bx lr
4490
4491
4492setup_sprite_update_texture_4bpp_cache:
4493 stmdb sp!, { r0 - r3, r14 }
4494 bl update_texture_4bpp_cache
4495 ldmia sp!, { r0 - r3, pc }
4496
4497
4498setup_sprite_update_texture_8bpp_cache:
4499 stmdb sp!, { r0 - r3, r14 }
4500 bl update_texture_8bpp_cache
4501 ldmia sp!, { r0 - r3, pc }
4502
4503
4504#define setup_sprite_tiled_initialize_4bpp() \
4505 ldr dirty_textures_mask, \
4506 [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \
4507 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4508 \
4509 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4510 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4511 \
4512 tst current_texture_mask, dirty_textures_mask; \
4513 vuzp.u8 clut_a, clut_b; \
4514 \
4515 blne setup_sprite_update_texture_4bpp_cache \
4516
4517#define setup_sprite_tiled_initialize_8bpp() \
4518 ldr dirty_textures_mask, \
4519 [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \
4520 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4521 \
4522 tst current_texture_mask, dirty_textures_mask; \
4523 blne setup_sprite_update_texture_8bpp_cache \
4524
4525
75e28f62
E
4526#define setup_sprite_block_count_single() \
4527 sub_tile_height \
4528
4529#define setup_sprite_block_count_double() \
4530 sub_tile_height, lsl #1 \
4531
4532#define setup_sprite_tile_add_blocks(type) \
4533 add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
4534 cmp num_blocks, #MAX_BLOCKS; \
4535 \
59d15d23 4536 movgt num_blocks, setup_sprite_block_count_##type(); \
4537 blgt setup_sprite_flush_blocks \
75e28f62
E
4538
4539
4540#define setup_sprite_tile_full_4bpp(edge) \
4541 setup_sprite_tile_add_blocks(double); \
4542 \
4543 4: \
4544 and texture_block_ptr, texture_offset, texture_mask; \
4545 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4546 \
4547 pld [ fb_ptr ]; \
4548 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4549 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4550 \
4551 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4552 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4553 \
4554 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4555 add texture_block_ptr, texture_offset, #8; \
4556 \
4557 and texture_block_ptr, texture_block_ptr, texture_mask; \
4558 add block, block, #40; \
4559 \
4560 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4561 add fb_ptr, fb_ptr, #16; \
4562 \
4563 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4564 add block, block, #24; \
4565 \
4566 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4567 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4568 \
4569 pld [ fb_ptr ]; \
4570 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4571 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4572 \
4573 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4574 add block, block, #40; \
4575 \
4576 add texture_offset, texture_offset, #0x10; \
4577 add fb_ptr, fb_ptr, #(2048 - 16); \
4578 \
4579 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4580 add block, block, #24; \
4581 \
4582 subs sub_tile_height, sub_tile_height, #1; \
4583 bne 4b; \
4584 \
4585 add texture_offset, texture_offset, #0xF00; \
4586 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4587
4588
4589#define setup_sprite_tile_half_4bpp(edge) \
4590 setup_sprite_tile_add_blocks(single); \
4591 \
4592 4: \
4593 and texture_block_ptr, texture_offset, texture_mask; \
4594 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4595 \
4596 pld [ fb_ptr ]; \
4597 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4598 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4599 \
4600 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4601 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4602 \
4603 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4604 add block, block, #40; \
4605 \
4606 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4607 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4608 \
4609 add block, block, #24; \
4610 add texture_offset, texture_offset, #0x10; \
4611 \
4612 add fb_ptr, fb_ptr, #2048; \
4613 subs sub_tile_height, sub_tile_height, #1; \
4614 \
4615 bne 4b; \
4616 \
4617 add texture_offset, texture_offset, #0xF00; \
4618 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4619
4620
4621#define setup_sprite_tile_full_8bpp(edge) \
4622 setup_sprite_tile_add_blocks(double); \
4623 add block, block, #16; \
4624 \
4625 4: \
4626 and texture_block_ptr, texture_offset, texture_mask; \
4627 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4628 \
4629 pld [ fb_ptr ]; \
4630 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4631 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4632 \
4633 add texture_block_ptr, texture_offset, #8; \
4634 vst1.u32 { texels }, [ block, :64 ]; \
4635 \
4636 and texture_block_ptr, texture_block_ptr, texture_mask; \
4637 add block, block, #24; \
4638 \
4639 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4640 \
4641 add fb_ptr, fb_ptr, #16; \
4642 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4643 \
4644 add block, block, #40; \
4645 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4646 pld [ fb_ptr ]; \
4647 \
4648 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4649 vst1.u32 { texels }, [ block, :64 ]; \
4650 add block, block, #24; \
4651 \
4652 add texture_offset, texture_offset, #0x10; \
4653 add fb_ptr, fb_ptr, #(2048 - 16); \
4654 \
4655 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4656 add block, block, #40; \
4657 \
4658 subs sub_tile_height, sub_tile_height, #1; \
4659 bne 4b; \
4660 \
4661 sub block, block, #16; \
4662 add texture_offset, texture_offset, #0xF00; \
4663 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4664
4665
4666#define setup_sprite_tile_half_8bpp(edge) \
4667 setup_sprite_tile_add_blocks(single); \
4668 add block, block, #16; \
4669 \
4670 4: \
4671 and texture_block_ptr, texture_offset, texture_mask; \
4672 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4673 pld [ fb_ptr ]; \
4674 \
4675 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4676 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4677 \
4678 vst1.u32 { texels }, [ block, :64 ]; \
4679 add block, block, #24; \
4680 \
4681 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4682 add block, block, #40; \
4683 \
4684 add texture_offset, texture_offset, #0x10; \
4685 add fb_ptr, fb_ptr, #2048; \
4686 \
4687 subs sub_tile_height, sub_tile_height, #1; \
4688 bne 4b; \
4689 \
4690 sub block, block, #16; \
4691 add texture_offset, texture_offset, #0xF00; \
4692 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4693
4694
4695#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
4696 add texture_offset, texture_offset_base, #8; \
4697 add fb_ptr, fb_ptr, #16 \
4698
4699#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
4700 mov texture_offset, texture_offset_base \
4701
4702#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
4703 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
4704
4705#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
4706 mov texture_offset, texture_offset_base \
4707
4708#define setup_sprite_tile_column_edge_post_adjust_half_right() \
4709 sub fb_ptr, fb_ptr, #16 \
4710
4711#define setup_sprite_tile_column_edge_post_adjust_half_left() \
4712
4713#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
4714 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
4715
4716#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
4717
4718
59d15d23 4719#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
4720 x4mode) \
75e28f62 4721 mov sub_tile_height, column_data; \
59d15d23 4722 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4723 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4724 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62 4725
59d15d23 4726#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
4727 x4mode) \
75e28f62
E
4728 and sub_tile_height, column_data, #0xFF; \
4729 mov tiles_remaining, column_data, lsr #16; \
59d15d23 4730 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4731 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4732 \
4733 subs tiles_remaining, tiles_remaining, #1; \
4734 beq 2f; \
4735 \
4736 3: \
4737 mov sub_tile_height, #16; \
59d15d23 4738 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4739 subs tiles_remaining, tiles_remaining, #1; \
4740 bne 3b; \
4741 \
4742 2: \
4743 uxtb sub_tile_height, column_data, ror #8; \
59d15d23 4744 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4745 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62
E
4746
4747
4748#define setup_sprite_column_data_single() \
4749 mov column_data, height; \
4750 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
4751
4752#define setup_sprite_column_data_multi() \
4753 and height_rounded, height_rounded, #0xF; \
4754 rsb column_data, offset_v, #16; \
4755 \
4756 add height_rounded, height_rounded, #1; \
4757 sub tile_height, tile_height, #1; \
4758 \
4759 orr column_data, column_data, tile_height, lsl #16; \
4760 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \
4761 \
4762 orr column_data, column_data, height_rounded, lsl #8 \
4763
59d15d23 4764#define setup_sprite_setup_left_draw_mask_fb_ptr() \
4765 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4766 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4767
4768#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column() \
4769 mov fb_ptr_advance_column, #32; \
4770 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4771 \
ed0fd81d 4772 sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11; \
59d15d23 4773 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4774
4775#define setup_sprite_setup_right_draw_mask_fb_ptr() \
4776 vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
4777 vdup.u8 draw_mask_fb_ptr_right, block_masks[5] \
4778
4779#define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode, \
4780 edge, x4mode) \
4781 setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode: \
75e28f62
E
4782 setup_sprite_column_data_##multi_height(); \
4783 vext.32 block_masks_shifted, block_masks, block_masks, #1; \
4784 vorr.u32 block_masks, block_masks, block_masks_shifted; \
59d15d23 4785 setup_sprite_setup_left_draw_mask_fb_ptr##x4mode(); \
75e28f62 4786 \
59d15d23 4787 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
75e28f62
E
4788 ldmia sp!, { r4 - r11, pc } \
4789
4790#define setup_sprite_tiled_advance_column() \
4791 add texture_offset_base, texture_offset_base, #0x100; \
4792 tst texture_offset_base, #0xF00; \
4793 subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
4794
4795#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
59d15d23 4796 right_mode, x4mode) \
4797 setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
75e28f62 4798 setup_sprite_column_data_##multi_height(); \
75e28f62 4799 \
59d15d23 4800 setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode(); \
75e28f62 4801 \
59d15d23 4802 setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
75e28f62
E
4803 \
4804 subs tile_width, tile_width, #2; \
4805 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4806 \
75e28f62
E
4807 beq 1f; \
4808 \
59d15d23 4809 vmov.u8 draw_masks_fb_ptrs, #0; \
4810 vmov.u8 draw_masks_fb_ptrs2, #0; \
4811 \
75e28f62
E
4812 0: \
4813 setup_sprite_tiled_advance_column(); \
59d15d23 4814 setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode); \
75e28f62
E
4815 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4816 subs tile_width, tile_width, #1; \
4817 bne 0b; \
4818 \
4819 1: \
59d15d23 4820 setup_sprite_setup_right_draw_mask_fb_ptr##x4mode(); \
75e28f62
E
4821 \
4822 setup_sprite_tiled_advance_column(); \
59d15d23 4823 setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
75e28f62
E
4824 ldmia sp!, { r4 - r11, pc } \
4825
4826
59d15d23 4827#define setup_sprite_offset_u_adjust() \
4828
4829#define setup_sprite_get_left_block_mask() \
4830 and left_block_mask, left_block_mask, #0xFF \
4831
4832#define setup_sprite_compare_left_block_mask() \
4833 cmp left_block_mask, #0xFF \
4834
4835#define setup_sprite_get_right_block_mask() \
4836 uxtb right_block_mask, right_block_mask, ror #8 \
4837
4838#define setup_sprite_compare_right_block_mask() \
4839 cmp right_block_mask, #0xFF \
4840
4841
4842
4843/* 4x stuff */
4844#define fb_ptr2 column_data
4845
4846#define setup_sprite_offset_u_adjust_4x() \
4847 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
4848 lsl offset_u_right, #1; \
4849 lsl offset_u, #1; \
4850 add offset_u_right, #1 \
4851
4852#define setup_sprite_get_left_block_mask_4x() \
4853 sxth left_block_mask, left_block_mask \
4854
4855#define setup_sprite_compare_left_block_mask_4x() \
4856 cmp left_block_mask, #0xFFFFFFFF \
4857
4858#define setup_sprite_get_right_block_mask_4x() \
4859 sxth right_block_mask, right_block_mask, ror #16 \
4860
4861#define setup_sprite_compare_right_block_mask_4x() \
4862 cmp right_block_mask, #0xFFFFFFFF \
4863
4864
4865#define widen_texels_16bpp(texels_) \
4866 vmov texels_wide_low, texels_; \
4867 vmov texels_wide_high, texels_; \
4868 vzip.16 texels_wide_low, texels_wide_high \
4869
4870#define widen_texels_8bpp(texels_) \
4871 vmov texels_wide_low, texels_; \
4872 vmov texels_wide_high, texels_; \
4873 vzip.8 texels_wide_low, texels_wide_high \
4874
4875#define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
4876 vst1.u32 { texels_ }, [ block_, :128 ]; \
4877 add block_, block_, #40; \
4878 \
4879 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
4880 vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
4881 add block_, block_, #24 \
4882
4883/* assumes 16-byte offset already added to block_ */
4884#define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
4885 vst1.u32 { texels_ }, [ block_, :64 ]; \
4886 add block_, block_, #24; \
4887 \
4888 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
4889 vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
4890 add block_, block_, #40 \
4891
4892#define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4893 draw_mask_fb_ptr_b_) \
4894 widen_texels_16bpp(texels_low); \
4895 add fb_ptr_tmp, fb_ptr, #1024*2; \
4896 \
4897 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr); \
4898 \
4899 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4900 widen_texels_16bpp(texels_high); \
4901 \
4902 add fb_ptr_tmp, fb_ptr, #8*2; \
4903 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4904 \
4905 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4906 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4907
4908#define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4909 draw_mask_fb_ptr_b_) \
4910 widen_texels_8bpp(texels); \
4911 add fb_ptr_tmp, fb_ptr, #1024*2; \
4912 \
4913 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr); \
4914 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4915 \
4916 add fb_ptr_tmp, fb_ptr, #8*2; \
4917 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4918 \
4919 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4920 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4921
4922
4923#define setup_sprite_tiled_initialize_4bpp_4x() \
4924 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4925 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4926 \
4927 vuzp.u8 clut_a, clut_b \
4928
4929#define setup_sprite_tiled_initialize_8bpp_4x() \
4930
4931
4932#define setup_sprite_block_count_single_4x() \
4933 sub_tile_height, lsl #2 \
4934
4935#define setup_sprite_block_count_double_4x() \
4936 sub_tile_height, lsl #(1+2) \
4937
4938#define setup_sprite_tile_full_4bpp_4x(edge) \
4939 setup_sprite_tile_add_blocks(double_4x); \
4940 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4941 \
4942 4: \
4943 and texture_block_ptr, texture_offset, texture_mask; \
4944 pld [ fb_ptr ]; \
4945 \
4946 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4947 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4948 \
4949 add texture_block_ptr, texture_offset, #8; \
4950 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4951 \
4952 and texture_block_ptr, texture_block_ptr, texture_mask; \
4953 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4954 \
4955 vzip.8 texels_low, texels_high; \
4956 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
4957 draw_mask_fb_ptr_left_b); \
4958 \
4959 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
8438c3c7 4960 pld [ fb_ptr, #2048 ]; \
59d15d23 4961 \
4962 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
8438c3c7 4963 add fb_ptr, fb_ptr, #16*2; \
59d15d23 4964 \
8438c3c7 4965 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
59d15d23 4966 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4967 \
4968 vzip.8 texels_low, texels_high; \
4969 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
4970 draw_mask_fb_ptr_right_b); \
4971 \
4972 add texture_offset, texture_offset, #0x10; \
4973 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
4974 \
4975 subs sub_tile_height, sub_tile_height, #1; \
4976 bne 4b; \
4977 \
4978 ldr column_data, [sp], #8; /* fb_ptr2 */ \
4979 add texture_offset, texture_offset, #0xF00; \
4980 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4981
4982
4983#define setup_sprite_tile_half_4bpp_4x(edge) \
4984 setup_sprite_tile_add_blocks(single_4x); \
4985 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4986 \
4987 4: \
4988 and texture_block_ptr, texture_offset, texture_mask; \
4989 pld [ fb_ptr ]; \
4990 \
4991 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4992 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4993 \
4994 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4995 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4996 \
4997 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4998 add texture_offset, texture_offset, #0x10; \
4999 \
5000 vzip.8 texels_low, texels_high; \
5001 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
5002 draw_mask_fb_ptr_##edge##_b); \
5003 \
8438c3c7 5004 pld [ fb_ptr, #2048 ]; \
59d15d23 5005 add fb_ptr, fb_ptr, #2048 * 2; \
59d15d23 5006 \
8438c3c7 5007 subs sub_tile_height, sub_tile_height, #1; \
59d15d23 5008 bne 4b; \
5009 \
5010 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5011 add texture_offset, texture_offset, #0xF00; \
5012 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5013
5014
5015#define setup_sprite_tile_full_8bpp_4x(edge) \
5016 setup_sprite_tile_add_blocks(double_4x); \
5017 add block, block, #16; \
5018 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
5019 \
5020 4: \
5021 and texture_block_ptr, texture_offset, texture_mask; \
5022 pld [ fb_ptr ]; \
5023 \
5024 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5025 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
5026 \
5027 add texture_block_ptr, texture_offset, #8; \
5028 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
5029 draw_mask_fb_ptr_left_b); \
5030 \
8438c3c7 5031 pld [ fb_ptr, #2048 ]; \
59d15d23 5032 and texture_block_ptr, texture_block_ptr, texture_mask; \
5033 \
5034 add fb_ptr, fb_ptr, #16*2; \
5035 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5036 \
5037 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
59d15d23 5038 \
5039 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
5040 draw_mask_fb_ptr_right_b); \
5041 \
5042 add texture_offset, texture_offset, #0x10; \
5043 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
5044 \
5045 subs sub_tile_height, sub_tile_height, #1; \
5046 bne 4b; \
5047 \
5048 sub block, block, #16; \
5049 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5050 add texture_offset, texture_offset, #0xF00; \
5051 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5052
5053
5054#define setup_sprite_tile_half_8bpp_4x(edge) \
5055 setup_sprite_tile_add_blocks(single_4x); \
5056 add block, block, #16; \
5057 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
5058 \
5059 4: \
5060 and texture_block_ptr, texture_offset, texture_mask; \
5061 pld [ fb_ptr ]; \
5062 \
5063 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5064 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
5065 \
8438c3c7 5066 pld [ fb_ptr, #2048 ]; \
59d15d23 5067 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
5068 draw_mask_fb_ptr_##edge##_b); \
5069 \
5070 add texture_offset, texture_offset, #0x10; \
5071 add fb_ptr, fb_ptr, #2048 * 2; \
5072 \
5073 subs sub_tile_height, sub_tile_height, #1; \
5074 bne 4b; \
5075 \
5076 sub block, block, #16; \
5077 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5078 add texture_offset, texture_offset, #0xF00; \
5079 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5080
5081
5082#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
5083 add texture_offset, texture_offset_base, #8; \
5084 add fb_ptr, fb_ptr, #16 * 2 \
5085
5086#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
5087 mov texture_offset, texture_offset_base \
5088
5089#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
5090 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
5091
5092#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
5093 mov texture_offset, texture_offset_base \
5094
5095#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
5096 sub fb_ptr, fb_ptr, #16 * 2 \
5097
5098#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
5099
5100#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
5101 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
5102
5103#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
5104
5105
5106#define setup_sprite_setup_left_draw_mask_fb_ptr_4x() \
5107 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5108 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
5109 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5110 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5111
5112#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x() \
5113 mov fb_ptr_advance_column, #32 * 2; \
5114 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5115 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
ed0fd81d 5116 sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11 + 1; \
59d15d23 5117 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5118 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5119
5120#define setup_sprite_setup_right_draw_mask_fb_ptr_4x() \
5121 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4]; \
5122 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5]; \
5123 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6]; \
5124 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7] \
5125
5126
75e28f62
E
5127// r0: psx_gpu
5128// r1: x
5129// r2: y
5130// r3: u
5131// [ sp ]: v
5132// [ sp + 4 ]: width
5133// [ sp + 8 ]: height
5134// [ sp + 12 ]: color (unused)
5135
59d15d23 5136#define setup_sprite_tiled_builder(texture_mode, x4mode) \
5137 \
5138setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
5139 x4mode); \
5140setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
5141 x4mode); \
5142setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
5143 x4mode); \
5144setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
5145 x4mode); \
5146setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
5147 x4mode); \
5148setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
5149 x4mode); \
5150setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
5151 x4mode); \
5152setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
5153 x4mode); \
5154setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
5155 x4mode); \
5156setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
5157 x4mode); \
5158setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
5159 x4mode); \
5160setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
5161 x4mode); \
5162setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
5163 x4mode); \
5164setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
5165 x4mode); \
75e28f62
E
5166 \
5167.align 4; \
5168 \
59d15d23 5169function(setup_sprite_##texture_mode##x4mode) \
75e28f62 5170 stmdb sp!, { r4 - r11, r14 }; \
59d15d23 5171 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
5172 \
5173 ldr v, [ sp, #36 ]; \
5174 and offset_u, u, #0xF; \
5175 \
5176 ldr width, [ sp, #40 ]; \
c1817bd9 5177 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
5178 \
5179 ldr height, [ sp, #44 ]; \
5180 add fb_ptr, fb_ptr, y, lsl #11; \
5181 \
5182 add fb_ptr, fb_ptr, x, lsl #1; \
5183 and offset_v, v, #0xF; \
5184 \
5185 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
5186 add width_rounded, offset_u, width; \
5187 \
5188 add height_rounded, offset_v, height; \
5189 add width_rounded, width_rounded, #15; \
5190 \
5191 add height_rounded, height_rounded, #15; \
5192 mov tile_width, width_rounded, lsr #4; \
5193 \
5194 /* texture_offset_base = VH-VL-00-00 */\
5195 mov texture_offset_base, v, lsl #8; \
5196 and offset_u_right, width_rounded, #0xF; \
5197 \
5198 /* texture_offset_base = VH-UH-UL-00 */\
5199 bfi texture_offset_base, u, #4, #8; \
59d15d23 5200 mov right_block_mask, #0xFFFFFFFE; \
5201 \
5202 setup_sprite_offset_u_adjust##x4mode(); \
75e28f62
E
5203 \
5204 /* texture_offset_base = VH-UH-VL-00 */\
5205 bfi texture_offset_base, v, #4, #4; \
59d15d23 5206 mov left_block_mask, #0xFFFFFFFF; \
75e28f62
E
5207 \
5208 mov tile_height, height_rounded, lsr #4; \
5209 mvn left_block_mask, left_block_mask, lsl offset_u; \
5210 \
5211 /* texture_mask = HH-HL-WH-WL */\
5212 ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
5213 mov right_block_mask, right_block_mask, lsl offset_u_right; \
5214 \
5215 /* texture_mask_rev = WH-WL-HH-HL */\
5216 rev16 texture_mask_rev, texture_mask; \
5217 vmov block_masks, left_block_mask, right_block_mask; \
5218 \
5219 /* texture_mask = HH-HL-HL-WL */\
5220 bfi texture_mask, texture_mask_rev, #4, #4; \
5221 /* texture_mask_rev = 00-00-00-WH */\
5222 mov texture_mask_rev, texture_mask_rev, lsr #12; \
5223 \
5224 /* texture_mask = HH-WH-HL-WL */\
5225 bfi texture_mask, texture_mask_rev, #8, #4; \
59d15d23 5226 setup_sprite_get_left_block_mask##x4mode(); \
75e28f62
E
5227 \
5228 mov control_mask, #0; \
59d15d23 5229 setup_sprite_compare_left_block_mask##x4mode(); \
75e28f62 5230 \
59d15d23 5231 setup_sprite_get_right_block_mask##x4mode(); \
75e28f62
E
5232 orreq control_mask, control_mask, #0x4; \
5233 \
5234 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
59d15d23 5235 setup_sprite_compare_right_block_mask##x4mode(); \
75e28f62
E
5236 \
5237 orreq control_mask, control_mask, #0x8; \
5238 cmp tile_width, #1; \
5239 \
5240 add block, psx_gpu, #psx_gpu_blocks_offset; \
5241 orreq control_mask, control_mask, #0x1; \
5242 \
5243 cmp tile_height, #1; \
5244 add block, block, num_blocks, lsl #6; \
5245 \
5246 orreq control_mask, control_mask, #0x2; \
8184d7c5 5247 JT_OP_REL(9f, control_mask, temp); \
5248 JT_OP(ldr pc, [ pc, control_mask, lsl #2 ]); \
75e28f62
E
5249 nop; \
5250 \
8184d7c5 5251 9: \
5252 .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_full##x4mode); \
5253 .word JTE(9b, setup_sprite_##texture_mode##_single_multi_full_none##x4mode); \
5254 .word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_full##x4mode); \
5255 .word JTE(9b, setup_sprite_##texture_mode##_single_single_full_none##x4mode); \
5256 .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_full##x4mode); \
5257 .word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_right##x4mode); \
5258 .word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_full##x4mode); \
5259 .word JTE(9b, setup_sprite_##texture_mode##_single_single_half_right##x4mode);\
5260 .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_half##x4mode); \
5261 .word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_left##x4mode); \
5262 .word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_half##x4mode); \
5263 .word JTE(9b, setup_sprite_##texture_mode##_single_single_half_left##x4mode); \
5264 .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_half##x4mode); \
75e28f62 5265 .word 0x00000000; \
8184d7c5 5266 .word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_half##x4mode); \
59d15d23 5267
5268
5269setup_sprite_tiled_builder(4bpp,);
5270setup_sprite_tiled_builder(8bpp,);
75e28f62 5271
59d15d23 5272#undef draw_mask_fb_ptr_left
5273#undef draw_mask_fb_ptr_right
75e28f62 5274
59d15d23 5275setup_sprite_tiled_builder(4bpp, _4x);
5276setup_sprite_tiled_builder(8bpp, _4x);
75e28f62
E
5277
5278
5279#undef block_ptr
5280#undef num_blocks
5281#undef clut_ptr
5282
5283#define psx_gpu r0
5284#define block_ptr r0
5285#define num_blocks r1
5286#define clut_ptr r2
5287#define texel_shift_mask r3
5288#define block_pixels_a r4
5289#define block_pixels_b r5
5290#define texel_0 r6
5291#define texel_2 r7
5292#define texel_4 r8
5293#define texel_6 r9
5294#define texel_1 r10
5295#define texel_3 r11
5296#define texel_5 r12
5297#define texel_7 r14
5298#define texels_01 r6
5299#define texels_23 r7
5300#define texels_45 r8
5301#define texels_67 r9
5302
5303function(texture_sprite_blocks_8bpp)
5304 stmdb sp!, { r4 - r11, r14 }
5305 movw texel_shift_mask, #(0xFF << 1)
5306
5307 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5308 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
5309
5310 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
5311 ldr block_pixels_a, [ block_ptr, #16 ]
5312
5313 0:
5314 and texel_0, texel_shift_mask, block_pixels_a, lsl #1
5315 ldr block_pixels_b, [ block_ptr, #20 ]
5316
5317 and texel_1, texel_shift_mask, block_pixels_a, lsr #7
5318 ldrh texel_0, [ clut_ptr, texel_0 ]
5319
5320 and texel_2, texel_shift_mask, block_pixels_a, lsr #15
5321 ldrh texel_1, [ clut_ptr, texel_1 ]
5322
5323 and texel_3, texel_shift_mask, block_pixels_a, lsr #23
5324 ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
5325
5326 ldrh texel_2, [ clut_ptr, texel_2 ]
5327 and texel_4, texel_shift_mask, block_pixels_b, lsl #1
5328
5329 ldrh texel_3, [ clut_ptr, texel_3 ]
5330 and texel_5, texel_shift_mask, block_pixels_b, lsr #7
5331
5332 ldrh texel_4, [ clut_ptr, texel_4 ]
5333 and texel_6, texel_shift_mask, block_pixels_b, lsr #15
5334
5335 ldrh texel_5, [ clut_ptr, texel_5 ]
5336 and texel_7, texel_shift_mask, block_pixels_b, lsr #23
5337
5338 ldrh texel_6, [ clut_ptr, texel_6 ]
5339 orr texels_01, texel_0, texel_1, lsl #16
5340
5341 ldrh texel_7, [ clut_ptr, texel_7 ]
5342 orr texels_23, texel_2, texel_3, lsl #16
5343
5344 orr texels_45, texel_4, texel_5, lsl #16
5345 str texels_01, [ block_ptr, #0 ]
5346
5347 orr texels_67, texel_6, texel_7, lsl #16
5348 str texels_23, [ block_ptr, #4 ]
5349
5350 subs num_blocks, num_blocks, #1
5351 str texels_45, [ block_ptr, #8 ]
5352
5353 str texels_67, [ block_ptr, #12 ]
5354 add block_ptr, block_ptr, #64
5355
5356 bne 0b
5357
5358 ldmia sp!, { r4 - r11, pc }
5359
5360
5361#undef width_rounded
5362#undef texture_mask
5363#undef num_blocks
5364#undef texture_offset
59d15d23 5365#undef texels_low
5366#undef texels_high
5367#undef texels_wide_low
5368#undef texels_wide_high
5369#undef texels_wide
5370#undef fb_ptr2
8184d7c5 5371#undef temp
75e28f62
E
5372
5373#define psx_gpu r0
5374#define x r1
5375#define y r2
5376#define u r3
5377#define v r4
5378#define width r5
5379#define height r6
5380#define left_offset r8
5381#define width_rounded r9
5382#define right_width r10
59d15d23 5383
75e28f62
E
5384#define block_width r11
5385
5386#define texture_offset_base r1
5387#define texture_mask r2
5388#define texture_page_ptr r3
5389#define num_blocks r4
5390#define block r5
5391#define fb_ptr r7
5392#define texture_offset r8
5393#define blocks_remaining r9
59d15d23 5394#define fb_ptr2 r10
75e28f62
E
5395#define fb_ptr_pitch r12
5396#define texture_block_ptr r14
5397
5398#define texture_mask_width r2
5399#define texture_mask_height r3
5400#define left_mask_bits r4
5401#define right_mask_bits r5
5402
5403
5404#undef block_masks
5405#undef block_masks_shifted
5406#undef texels
5407
5408#define block_masks d0
5409#define block_masks_shifted d1
5410#define draw_mask_fb_ptr d2
5411#define texels q2
5412
59d15d23 5413#define draw_mask_fb_ptr_a d2
5414#define draw_mask_fb_ptr_b d3
5415#define texels_low d4
5416#define texels_high d5
5417#define texels_wide_low d6
5418#define texels_wide_high d7
5419#define texels_wide q3
75e28f62 5420
75e28f62 5421
59d15d23 5422setup_sprites_16bpp_flush:
5423 vpush { d0 - d3 }
75e28f62
E
5424
5425 stmdb sp!, { r0 - r3, r12, r14 }
5426 bl flush_render_block_buffer
5427 ldmia sp!, { r0 - r3, r12, r14 }
5428
59d15d23 5429 vpop { d0 - d3 }
75e28f62
E
5430
5431 add block, psx_gpu, #psx_gpu_blocks_offset
5432 mov num_blocks, block_width
5433
5434 bx lr
5435
5436function(setup_sprite_16bpp)
5437 stmdb sp!, { r4 - r11, r14 }
c1817bd9 5438 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
5439
5440 ldr v, [ sp, #36 ]
5441 add fb_ptr, fb_ptr, y, lsl #11
5442
5443 ldr width, [ sp, #40 ]
5444 add fb_ptr, fb_ptr, x, lsl #1
5445
5446 ldr height, [ sp, #44 ]
5447 and left_offset, u, #0x7
5448
5449 add texture_offset_base, u, u
5450 add width_rounded, width, #7
5451
ed0fd81d 5452 add texture_offset_base, texture_offset_base, v, lsl #11
75e28f62
E
5453 mov left_mask_bits, #0xFF
5454
5455 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5456 add width_rounded, width_rounded, left_offset
5457
5458 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5459 sub fb_ptr, fb_ptr, left_offset, lsl #1
5460
5461 add texture_mask, texture_mask_width, texture_mask_width
5462 mov right_mask_bits, #0xFE
5463
5464 and right_width, width_rounded, #0x7
5465 mvn left_mask_bits, left_mask_bits, lsl left_offset
5466
ed0fd81d 5467 add texture_mask, texture_mask, texture_mask_height, lsl #11
75e28f62
E
5468 mov block_width, width_rounded, lsr #3
5469
5470 mov right_mask_bits, right_mask_bits, lsl right_width
5471 movw fb_ptr_pitch, #(2048 + 16)
5472
5473 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5474 vmov block_masks, left_mask_bits, right_mask_bits
5475
5476 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5477 add block, psx_gpu, #psx_gpu_blocks_offset
5478
6ea0f7bf 5479 bic texture_offset_base, texture_offset_base, #0xF
75e28f62
E
5480 cmp block_width, #1
5481
5482 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5483 add block, block, num_blocks, lsl #6
5484
5485 bne 0f
5486
5487 vext.32 block_masks_shifted, block_masks, block_masks, #1
5488 vorr.u32 block_masks, block_masks, block_masks_shifted
5489 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5490
5491 1:
5492 add num_blocks, num_blocks, #1
5493 cmp num_blocks, #MAX_BLOCKS
59d15d23 5494 blgt setup_sprites_16bpp_flush
75e28f62
E
5495
5496 and texture_block_ptr, texture_offset_base, texture_mask
5497 subs height, height, #1
5498
5499 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5500 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5501
5502 vst1.u32 { texels }, [ block, :128 ]
5503 add block, block, #40
5504
5505 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5506 pld [ fb_ptr ]
5507
5508 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5509
5510 add block, block, #24
5511 add texture_offset_base, texture_offset_base, #2048
5512 add fb_ptr, fb_ptr, #2048
5513 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5514 bne 1b
5515
5516 ldmia sp!, { r4 - r11, pc }
5517
5518 0:
5519 add num_blocks, num_blocks, block_width
5520 mov texture_offset, texture_offset_base
5521
5522 cmp num_blocks, #MAX_BLOCKS
59d15d23 5523 blgt setup_sprites_16bpp_flush
75e28f62
E
5524
5525 add texture_offset_base, texture_offset_base, #2048
5526 and texture_block_ptr, texture_offset, texture_mask
5527
5528 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5529 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5530
5531 vst1.u32 { texels }, [ block, :128 ]
5532 add block, block, #40
5533
5534 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5535 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5536 pld [ fb_ptr ]
5537
5538 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5539 subs blocks_remaining, block_width, #2
5540
5541 add texture_offset, texture_offset, #16
5542 add fb_ptr, fb_ptr, #16
5543
5544 vmov.u8 draw_mask_fb_ptr, #0
5545
5546 add block, block, #24
5547 beq 2f
5548
5549 1:
5550 and texture_block_ptr, texture_offset, texture_mask
5551 subs blocks_remaining, blocks_remaining, #1
5552
5553 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5554 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5555
5556 vst1.u32 { texels }, [ block, :128 ]
5557 add block, block, #40
5558
5559 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5560 pld [ fb_ptr ]
5561
5562 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5563
5564 add texture_offset, texture_offset, #16
5565 add fb_ptr, fb_ptr, #16
5566
5567 add block, block, #24
5568 bne 1b
5569
5570 2:
5571 and texture_block_ptr, texture_offset, texture_mask
5572 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5573
5574 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5575 vdup.u8 draw_mask_fb_ptr, block_masks[4]
5576
5577 vst1.u32 { texels }, [ block, :128 ]
5578 add block, block, #40
5579
5580 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5581 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5582
5583 add block, block, #24
5584 subs height, height, #1
5585
5586 add fb_ptr, fb_ptr, fb_ptr_pitch
5587 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5588
5589 bne 0b
5590
5591 ldmia sp!, { r4 - r11, pc }
5592
5593
59d15d23 5594// 4x version
5595// FIXME: duplicate code with normal version :(
5596#undef draw_mask_fb_ptr
5597
5598function(setup_sprite_16bpp_4x)
5599 stmdb sp!, { r4 - r11, r14 }
5600 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5601
5602 ldr v, [ sp, #36 ]
5603 add fb_ptr, fb_ptr, y, lsl #11
5604
5605 ldr width, [ sp, #40 ]
5606 add fb_ptr, fb_ptr, x, lsl #1
5607
5608 ldr height, [ sp, #44 ]
5609 and left_offset, u, #0x7
5610
5611 add texture_offset_base, u, u
5612 add width_rounded, width, #7
5613
ed0fd81d 5614 add texture_offset_base, texture_offset_base, v, lsl #11
59d15d23 5615 movw left_mask_bits, #0xFFFF
5616
5617 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5618 add width_rounded, width_rounded, left_offset
5619
5620 lsl left_offset, #1
5621
5622 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5623 sub fb_ptr, fb_ptr, left_offset, lsl #1
5624
5625 add texture_mask, texture_mask_width, texture_mask_width
5626 movw right_mask_bits, #0xFFFC
5627
5628 and right_width, width_rounded, #0x7
5629 mvn left_mask_bits, left_mask_bits, lsl left_offset
5630
5631 lsl right_width, #1
5632
ed0fd81d 5633 add texture_mask, texture_mask, texture_mask_height, lsl #11
59d15d23 5634 mov block_width, width_rounded, lsr #3
5635
5636 mov right_mask_bits, right_mask_bits, lsl right_width
5637 movw fb_ptr_pitch, #(2048 + 16) * 2
5638
5639 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1
5640 vmov block_masks, left_mask_bits, right_mask_bits
5641
5642 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5643 add block, psx_gpu, #psx_gpu_blocks_offset
5644
5645 bic texture_offset_base, texture_offset_base, #0xF
5646 cmp block_width, #1
5647
5648 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5649 add block, block, num_blocks, lsl #6
5650
5651 lsl block_width, #2
5652 bne 0f
5653
5654 vext.32 block_masks_shifted, block_masks, block_masks, #1
5655 vorr.u32 block_masks, block_masks, block_masks_shifted
5656 vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
5657 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5658
5659 1:
5660 add num_blocks, num_blocks, block_width
5661 cmp num_blocks, #MAX_BLOCKS
5662 blgt setup_sprites_16bpp_flush
5663
5664 and texture_block_ptr, texture_offset_base, texture_mask
5665 subs height, height, #1
5666
5667 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5668 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5669
5670 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5671
5672 add texture_offset_base, texture_offset_base, #2048
5673 add fb_ptr, fb_ptr, #2048*2
5674 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5675 bne 1b
5676
5677 ldmia sp!, { r4 - r11, pc }
5678
5679 0:
5680 add num_blocks, num_blocks, block_width
5681 mov texture_offset, texture_offset_base
5682
5683 vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
5684 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5685
5686 cmp num_blocks, #MAX_BLOCKS
5687 blgt setup_sprites_16bpp_flush
5688
5689 add texture_offset_base, texture_offset_base, #2048
5690 and texture_block_ptr, texture_offset, texture_mask
5691
5692 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5693 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5694
5695 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5696
5697 subs blocks_remaining, block_width, #2*4
5698 add texture_offset, texture_offset, #16
5699
5700 vmov.u8 draw_mask_fb_ptr_a, #0
5701 vmov.u8 draw_mask_fb_ptr_b, #0
5702
5703 add fb_ptr, fb_ptr, #16*2
5704 beq 2f
5705
5706 1:
5707 and texture_block_ptr, texture_offset, texture_mask
5708 subs blocks_remaining, blocks_remaining, #4
5709
5710 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5711 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5712
5713 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5714 add texture_offset, texture_offset, #16
5715
5716 add fb_ptr, fb_ptr, #16*2
5717 bgt 1b
5718
5719 2:
5720 vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
5721 vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
5722
5723 and texture_block_ptr, texture_offset, texture_mask
5724 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5725
5726 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5727
5728 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5729 subs height, height, #1
5730
5731 add fb_ptr, fb_ptr, fb_ptr_pitch
5732 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5733
5734 bne 0b
5735
5736 ldmia sp!, { r4 - r11, pc }
5737
5738
f0931e56 5739#undef width
5740#undef right_width
5741#undef right_mask_bits
5742#undef color
5743#undef height
5744#undef blocks_remaining
5745#undef colors
5746#undef right_mask
5747#undef test_mask
5748#undef draw_mask
5749
5750#define psx_gpu r0
5751#define x r1
5752#define y r2
5753#define width r3
5754#define right_width r5
5755#define right_mask_bits r6
5756#define fb_ptr r7
5757#define color r8
5758#define height r9
5759#define fb_ptr_pitch r12
5760
5761// referenced by setup_sprites_16bpp_flush
5762#define num_blocks r4
5763#define block r5
5764#define block_width r11
5765
5766#define color_r r1
5767#define color_g r2
5768#define color_b r8
5769#define blocks_remaining r6
5770
5771#define colors q0
5772#define right_mask q1
5773#define test_mask q2
5774#define draw_mask q2
5775#define draw_mask_bits_fb_ptr d6
5776
5777
5778.align 3
5779
5780function(setup_sprite_untextured)
5781 ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ]
5782 tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \
5783 | RENDER_FLAGS_BLEND)
ed0fd81d 5784 ldrbeq r12, [ psx_gpu, #psx_gpu_render_mode_offset ]
d5c08ed3 5785 tsteq r12, #RENDER_INTERLACE_ENABLED
f0931e56 5786 beq setup_sprite_untextured_simple
5787
5788 stmdb sp!, { r4 - r11, r14 }
5789
5790 ldr width, [ sp, #40 ]
5791 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5792
5793 ldr height, [ sp, #44 ]
5794 add fb_ptr, fb_ptr, y, lsl #11
5795
5796 add fb_ptr, fb_ptr, x, lsl #1
5797 sub right_width, width, #1
5798
5799 ldr color, [ sp, #48 ]
5800 and right_width, #7
5801
5802 add block_width, width, #7
5803 add right_width, #1
5804
5805 lsr block_width, #3
5806 mov right_mask_bits, #0xff
5807
5808 sub fb_ptr_pitch, block_width, #1
5809 lsl right_mask_bits, right_width
5810
5811 lsl fb_ptr_pitch, #3+1
5812 ubfx color_r, color, #3, #5
5813
5814 rsb fb_ptr_pitch, #1024*2
5815 ubfx color_g, color, #11, #5
5816
5817 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
5818 ubfx color_b, color, #19, #5
5819
5820 vdup.u16 right_mask, right_mask_bits
5821 orr color, color_r, color_b, lsl #10
5822
5823 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5824 orr color, color, color_g, lsl #5
5825
5826 vtst.u16 right_mask, right_mask, test_mask
5827 add block, psx_gpu, #psx_gpu_blocks_offset
5828
5829 vdup.u16 colors, color
5830 add block, block, num_blocks, lsl #6
5831
5832
5833setup_sprite_untextured_height_loop:
5834 add num_blocks, block_width
5835 sub blocks_remaining, block_width, #1
5836
5837 cmp num_blocks, #MAX_BLOCKS
5838 blgt setup_sprites_16bpp_flush
5839
5840 cmp blocks_remaining, #0
5841 ble 1f
5842
5843 vmov.u8 draw_mask, #0 /* zero_mask */
5844 vmov.u8 draw_mask_bits_fb_ptr, #0
5845
5846 0:
5847 vst1.u32 { draw_mask }, [ block, :128 ]!
5848 subs blocks_remaining, #1
5849
5850 vst1.u32 { colors }, [ block, :128 ]
5851 add block, block, #24
5852
5853 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5854 vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5855
5856 add block, block, #24
5857 add fb_ptr, #8*2
5858 bgt 0b
5859
5860 1:
5861 vst1.u32 { right_mask }, [ block, :128 ]!
5862 subs height, #1
5863
5864 vst1.u32 { colors }, [ block, :128 ]
5865 add block, block, #24
5866
5867 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5868 vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5869
5870 add block, block, #24
5871 add fb_ptr, fb_ptr_pitch
5872
5873 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5874 bgt setup_sprite_untextured_height_loop
5875
5876 ldmia sp!, { r4 - r11, pc }
5877
5878
5879
75e28f62
E
5880#undef texture_page_ptr
5881#undef vram_ptr
5882#undef dirty_textures_mask
5883#undef current_texture_mask
5884
5885#define psx_gpu r0
5886#define current_texture_page r1
5887#define texture_page_ptr r2
5888#define vram_ptr_a r3
5889#define current_texture_page_x r12
5890#define current_texture_page_y r4
5891#define dirty_textures_mask r5
5892#define tile_y r6
5893#define tile_x r7
5894#define sub_y r8
5895#define current_texture_mask r9
5896#define c_4096 r10
5897#define vram_ptr_b r11
5898
5899#define texel_block_a d0
5900#define texel_block_b d1
5901#define texel_block_expanded_a q1
5902#define texel_block_expanded_b q2
5903#define texel_block_expanded_ab q2
5904#define texel_block_expanded_c q3
5905#define texel_block_expanded_d q4
5906#define texel_block_expanded_cd q3
5907
5908function(update_texture_4bpp_cache)
5909 stmdb sp!, { r4 - r11, r14 }
5910 vpush { q0 - q3 }
5911
5912 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5913
3867c6ef 5914 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5915 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5916
5917 and current_texture_page_x, current_texture_page, #0xF
5918 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5919
5920 mov current_texture_page_y, current_texture_page, lsr #4
5921 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5922
5923 add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5924 mov tile_y, #16
5925
5926 add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
5927 bic dirty_textures_mask, current_texture_mask
5928
5929 mov tile_x, #16
5930 str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5931
5932 mov sub_y, #8
5933 movw c_4096, #4096
5934
5935 add vram_ptr_b, vram_ptr_a, #2048
5936
5937 0:
5938 vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5939 vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5940
5941 vmovl.u8 texel_block_expanded_a, texel_block_a
5942 vshll.u8 texel_block_expanded_b, texel_block_a, #4
5943 vmovl.u8 texel_block_expanded_c, texel_block_b
5944 vshll.u8 texel_block_expanded_d, texel_block_b, #4
5945
5946 vbic.u16 texel_block_expanded_a, #0x00F0
5947 vbic.u16 texel_block_expanded_b, #0x00F0
5948 vbic.u16 texel_block_expanded_c, #0x00F0
5949 vbic.u16 texel_block_expanded_d, #0x00F0
5950
5951 vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
5952 texel_block_expanded_b
5953 vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
5954 texel_block_expanded_d
5955
5956 vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
5957 [ texture_page_ptr, :256 ]!
5958
5959 subs sub_y, sub_y, #1
5960 bne 0b
5961
5962 mov sub_y, #8
5963 add vram_ptr_a, vram_ptr_a, #8
5964 add vram_ptr_b, vram_ptr_b, #8
5965
5966 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5967 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5968
5969 subs tile_x, tile_x, #1
5970 bne 0b
5971
5972 mov tile_x, #16
5973 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5974 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5975
5976 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5977 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5978
5979 subs tile_y, tile_y, #1
5980 bne 0b
5981
5982 vpop { q0 - q3 }
5983 ldmia sp!, { r4 - r11, pc }
5984
5985
5986#undef current_texture_page
5987
5988#define psx_gpu r0
5989#define texture_page r1
5990#define texture_page_ptr r2
5991#define vram_ptr_a r3
5992#define texture_page_x r12
5993#define texture_page_y r4
5994#define current_texture_page r5
5995#define tile_y r6
5996#define tile_x r7
5997#define sub_y r8
5998#define c_4096 r10
5999#define vram_ptr_b r11
6000
6001
6002#undef texels_a
6003#undef texels_b
6004
6005#define texels_a q0
6006#define texels_b q1
6007#define texels_c q2
6008#define texels_d q3
6009
6010
6011function(update_texture_8bpp_cache_slice)
6012 stmdb sp!, { r4 - r11, r14 }
6013 vpush { q0 - q3 }
6014
6015 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
6016 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
6017
3867c6ef 6018 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
6019 mov tile_y, #16
6020
6021 and texture_page_x, texture_page, #0xF
6022 mov texture_page_y, texture_page, lsr #4
6023
6024 add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
6025 mov tile_x, #8
6026
6027 add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
6028 eor current_texture_page, current_texture_page, texture_page
6029
6030 ands current_texture_page, current_texture_page, #0x1
6031 mov sub_y, #4
6032
6033 addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6034 movw c_4096, #4096
6035
6036 add vram_ptr_b, vram_ptr_a, #2048
6037
6038 0:
6039 vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
6040 vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
6041 vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
6042 vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
6043
6044 vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
6045 vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
6046
6047 subs sub_y, sub_y, #1
6048 bne 0b
6049
6050 mov sub_y, #4
6051
6052 add vram_ptr_a, vram_ptr_a, #16
6053 add vram_ptr_b, vram_ptr_b, #16
6054
6055 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
6056 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
6057
6058 subs tile_x, tile_x, #1
6059 bne 0b
6060
6061 mov tile_x, #8
6062
6063 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
6064 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
6065
6066 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
6067 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
6068
6069 subs tile_y, tile_y, #1
6070 add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6071
6072 bne 0b
6073
6074 vpop { q0 - q3 }
6075 ldmia sp!, { r4 - r11, pc }
6076
50f9355a 6077
6078/* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
6079function(scale2x_tiles8)
6080 push { r4, r14 }
6081
6082 mov r4, r1
6083 add r12, r0, #1024*2
6084 mov r14, r2
6085
60860:
6087 vld1.u16 { q0 }, [ r1, :128 ]!
6088 vld1.u16 { q2 }, [ r1, :128 ]!
6089 vmov q1, q0
6090 vmov q3, q2
6091 vzip.16 q0, q1
6092 vzip.16 q2, q3
6093 subs r14, #2
6094 vst1.u16 { q0, q1 }, [ r0, :128 ]!
6095 vst1.u16 { q0, q1 }, [ r12, :128 ]!
6096 blt 1f
6097 vst1.u16 { q2, q3 }, [ r0, :128 ]!
6098 vst1.u16 { q2, q3 }, [ r12, :128 ]!
6099 bgt 0b
61001:
6101 subs r3, #1
6102 mov r14, r2
6103 add r0, #1024*2*2
6104 add r4, #1024*2
ed0fd81d 6105 sub r0, r0, r2, lsl #4+1
50f9355a 6106 mov r1, r4
6107 add r12, r0, #1024*2
6108 bgt 0b
6109 nop
6110
6111 pop { r4, pc }
59d15d23 6112
6113// vim:filetype=armasm